









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! 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.
ID leveling after main company 1.5.5Addon allows to level up above lvl 50 in ID after completing main company. Only Ruined Dungeon is changed. Unlike Infinite500 addon, which is much deeper, there no other changes. When winner complete Ruined Dungeon quest and entering to Infinite Dungeon: 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.
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:
Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. 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.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Thalore |
Class | Brawler |
Level / Exp | 80 / 5% |
Size | big |
Lifes / Deaths | Killed by Gumina the slaver at level 16 on the 31st Regrowth 123rd year of Ascendancy at 22:50 / 22Killed by Urkis, the High Tempest at level 20 on the 76th Regrowth 123rd year of Ascendancy at 14:44 Killed by skeleton assassin at level 22 on the 12nd Pyre 123rd year of Ascendancy at 07:22 Killed by elven blood mage at level 26 on the 21st Pyre 123rd year of Ascendancy at 10:27 Killed by elven cultist at level 26 on the 21st Pyre 123rd year of Ascendancy at 23:27 Killed by orc pyromancer at level 29 on the 55th Pyre 123rd year of Ascendancy at 11:49 Killed by orc necromancer at level 30 on the 70th Pyre 123rd year of Ascendancy at 05:27 Killed by war hound at level 31 on the 52nd Dusk 123rd year of Ascendancy at 02:56 Killed by ritch flamespitter at level 34 on the 26th Haze 123rd year of Ascendancy at 22:31 Killed by The Shade of Telos at level 35 on the 51st Haze 123rd year of Ascendancy at 12:29 Killed by orc necromancer at level 38 on the 12nd Pyre 124th year of Ascendancy at 17:27 Killed by orc necromancer at level 38 on the 12nd Pyre 124th year of Ascendancy at 18:14 Killed by Glacial Legion at level 38 on the 15th Pyre 124th year of Ascendancy at 12:22 Killed by orc soldier at level 39 on the 15th Pyre 124th year of Ascendancy at 21:08 Killed by overpowered greater multi-hued wyrm at level 42 on the 34th Pyre 124th year of Ascendancy at 00:49 Killed by overpowered greater multi-hued wyrm at level 42 on the 34th Pyre 124th year of Ascendancy at 02:39 Killed by overpowered greater multi-hued wyrm at level 42 on the 34th Pyre 124th year of Ascendancy at 06:12 Killed by shadow at level 44 on the 40th Pyre 124th year of Ascendancy at 04:49 Killed by Atamathon the Giant Golem at level 45 on the 67th Pyre 124th year of Ascendancy at 18:09 Killed by unknown at level 69 on the 3rd Allure 125th year of Ascendancy at 17:01 Killed by Ce'Nobreba the cold drake hatchling at level 69 on the 6th Allure 125th year of Ascendancy at 05:10 Killed by Glorigawyn the giant acid ant at level 79 on the 30th Regrowth 125th year of Ascendancy at 17:44 |
Primary Stats
Strength | 170 (base 87) |
Dexterity | 126 (base 70) |
Constitution | 101 (base 16) |
Magic | 29 (base 14) |
Willpower | 33 (base 22) |
Cunning | 153 (base 90) |
Resources
Mana | 569/569 |
Life | 2666/2666 |
Positive | 173/287 |
Stamina | 394/394 |
Steam | 100/100 |
Healing Factor | 1.5036900369002 |
Regeneration | 0.37592250922505 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 52.830452157173 |
See Invisible | 52.830452157173 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Barehand
Damage | 300 |
Accuracy | 86 |
Crit Chance | 90% |
APR | 65 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Physical | +37% |
Light | +24% |
All | +9% |
Offense: Damage Penetration
Physical | +15% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 70.577386281728 (97.687074829932%) |
Defense | 56 |
Ranged Defense | 62 |
Fatigue | 22 |
Physical Save | 67 |
Spell Save | 32 |
Mental Save | 68 |
Defense: Resistances
Blight | + 36%( 70%) |
Physical | + 47%( 70%) |
Cold | + 37%( 70%) |
All | + 30%( 70%) |
Darkness | + 52%( 70%) |
Light | + 40%( 70%) |
Temporal | + 47%( 70%) |
Fire | + 37%( 70%) |
Lightning | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 49% |
Silence Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 56%. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 758 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 934% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 55%. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 6/5 |
| 1/5 |
| 7/5 |
Technique / Combat techniques | 1.70 |
| 6/5 |
| 1/5 |
| 7/5 |
| 8/5 |
Technique / Finishing moves | 1.90 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Grappling | 1.90 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Pugilism | 1.90 |
| 4/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.90 |
| 5/5 |
| 2/5 |
| 1/5 |
| 6/5 |
Generic Talents
Technique / Unarmed training | 2.24 |
| 7/5 |
| 7/5 |
| 2/5 |
| 7/5 |
Technique / Combat training | 1.70 |
| 6/5 |
| 6/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Premonition |
beneficial effect | Countering melee attacks: Has a 66% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
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 |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. 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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Bethyth the spitting spider. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Disarm (+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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Wake up and kill the dreaming horror boss 'Glyta the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 113)You completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Cyryvea the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 114)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 101)You completed the challenge and received: Random Artifact: Scumsteel (0 def, 5 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 102)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 103)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 108)You completed the challenge and received: Random Artifact: Mizor | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 75)You completed the challenge and received: Random Artifact: Flashbraze | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 76)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 78)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 82)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 87)You completed the challenge and received: Random Artifact: Bilesmash | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 97)You completed the challenge and received: Random Artifact: Gleambile | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 99)You completed the challenge and received: Random Artifact: Bregeruiblek (40.5-56.7 power, 6 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 91)You completed the challenge and received: Random Artifact: Gunozilalin | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 107)Turns left: 0 You completed the challenge and received: Random Artifact: Loamcrack (27.5-38.5 power, 4 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 83)Turns left: 0 You completed the challenge and received: Random Artifact: Gloomrock | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 100)You completed the challenge and received: Random Artifact: Scumcrypt (24/24, 56-67.2 power, 6 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 104) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 105)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 111)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 115)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 90)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level in less than 213 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (213) (Level 110)Turns left: 132 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 297 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (297) (Level 85)Turns left: 60 You completed the challenge and received: Random Artifact: Murkire (17/17, 16-22.4 power, 5 apr) | done |
Leave the level in less than 438 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (438) (Level 106)Turns left: 189 You completed the challenge and received: +1 Class Point | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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: 2932. | 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. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 |
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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +9 Con Changes damage: +8% physical Talent granted: +5 Moss Tread Stealth bonus: +10 Silence immunity: +25% Confusion immunity: +49% Stun/Freeze immunity: +41% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. This object's appearance was changed to Eden's Guile. |
Quiver | ![]() 0.00 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. |
On hands | ![]() 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: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Spring Grapple Critical mult.: +50.00% Disarm immunity: +0% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. This object's appearance was changed to Fists of the Desert Scorpion. |
On head | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+4 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 54), putting all charms on cooldown for 22 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Requires: - Level 35 Crafted 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 / Dual techniques +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 / Shield defense +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 / Superiority +0.30 Technique / Pugilism +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. This item has been sent to the Item's Vault. |
On fingers | ![]() Crafted 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 / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +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 defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +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 | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% light / +15% temporal Changes resistances penetration: +10% light Talent mastery: +0.34 Technique / Unarmed training Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +40 Defense: +19 (+5 eff.) Fatigue: +17% Damage when hit (Melee): 69 physical Changes stats: +10 Str / +8 Cun / +2 Con Changes resistances: +24% physical / +16% darkness / +3% light Grants telepathy: Humanoid/Orc Physical save: +25 (+6 eff.) Mental save: +25 (+7 eff.) Disease immunity: +20% Light radius: +2 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. This object's appearance was changed to iron mail armour. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 fire Changes stats: +2 Con Changes resistances: +10% fire / +10% cold / +15% darkness / +10% temporal Changes damage: +15% light Damage affinity(heal): +5% light Critical mult.: +10.00% Physical save: +20 (+5 eff.) Spell save: +20 (+9 eff.) Mental save: +40 (+10 eff.) Psi when hit: +0.12 Spellpower: +14 (+7 eff.) Mindpower: +2 (+1 eff.) Light radius: +7 Defense after a teleport: +20 Resist all after a teleport: +19% New effects duration reduction after a teleport: +27% It can be used to activate talent Sun Flare, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 30.09 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Changes stats: +6 Dex / +5 Wil / +12 Cun Changes resistances: +30% lightning Stun/Freeze immunity: +50% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Fatigue: +0% Changes stats: +12 Dex / +10 Cun / +8 Lck Maximum encumbrance: +0 Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 22 power out of 30/30) : Effective talent level: 4.8 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 52%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 71%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 80%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 90%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.1 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. While Heroism is active, you will only die when reaching -372 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -160 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 12 turns. While Heroism is active, you will only die when reaching -677 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 10 turns. While Heroism is active, you will only die when reaching -1228 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 9 turns. While Heroism is active, you will only die when reaching -1035 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 893% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 708% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 772 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 21% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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 11. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 10 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 54%, your defense is increased by 54 and all your resistances by 54%. 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. |
![]() 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 439 damage for 8 turns. 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. |
![]() 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 317 damage for 7 turns. 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. |
![]() 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 354 damage for 6 turns. 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. |
![]() 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 428 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 168 with a minimum 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. |
![]() 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 181 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +45% lightning / +6% fire Changes damage: +15% fire Stun/Freeze immunity: +31% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +14 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +9 Lck Changes resistances: +22% mind / +12% lightning Changes resistances penetration: +10% arcane Changes damage: +9% arcane Physical save: +15 (+4 eff.) Spell save: +21 (+10 eff.) Mental save: +16 (+4 eff.) Confusion immunity: +32% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
![]() Powered 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: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 38% chance to inflict 15% damage reduction Changes resistances: +2% physical Changes damage: +15% darkness Critical mult.: +9.00% Physical save: +20 (+5 eff.) Cut immunity: +70% Maximum life: +60.00 Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Dex Changes resistances: +20% fire / +14% cold Amulets can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +7 (+2 eff.) Blindness immunity: +17% Confusion immunity: +13% Mindpower: +7 (+3 eff.) Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Changes resistances cap: +5% all Changes damage: +10% blight / +10% fire Critical mult.: +16.00% Physical save: +16 (+4 eff.) Spellpower: +11 (+6 eff.) Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Life regen: +1.30 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Teleport immunity: +50% Life regen: +1.80 It can be used to teleport you randomly (rad 48), putting all charms on cooldown for 11 turns. Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +9 Lck Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Mag Changes resistances: +22% temporal Pinning immunity: +33% Knockback immunity: +26% Mana each turn: +0.35 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +33.00 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +5% temporal / +7% light / +9% blight / +10% fire / +6% physical / +7% darkness Critical mult.: +18.00% Spellpower: +16 (+8 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +6 Cun / +2 Mag Changes resistances: +6% blight Changes damage: +5% temporal / +5% light / +15% blight / +4% physical / +5% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Infravision radius: +2 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Blindness immunity: +28% Life regen: +1.80 Maximum life: +56.00 Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+6 eff.) Damage when hit (Melee): 16 blight Changes stats: +20 Lck / +2 Mag Changes resistances: +12% physical / +30% light / +30% darkness Changes resistances penetration: +15% blight Physical save: +25 (+6 eff.) Spell save: +24 (+11 eff.) Mental save: +22 (+6 eff.) Blindness immunity: +50% Stamina each turn: +1.20 Spellpower on spell critical (stacks up to 3 times): +11 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +5 Mag / +4 Cun / +4 Con Changes resistances: +30% mind / +5% arcane Changes damage: +9% arcane Reduces incoming crit damage: 15.00% Confusion immunity: +48% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +7 Wil Talent masteries: +0.15 Cunning / Tactical +0.15 Technique / Finishing moves Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 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. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% nature Changes resistances penetration: +20% lightning Changes damage: +11% nature / +12% mind Mental save: +30 (+8 eff.) Psi when hit: +0.08 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +32 (+5 eff.) Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 15% chance to daze at end of turn Changes stats: +9 Cun / +10 Dex Changes resistances: +1% physical / +5% arcane / +6% darkness Changes damage: +3% lightning / +8% all Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Blindness immunity: +5% Disease immunity: +5% Cut immunity: +5% Silence immunity: +15% Spellpower: +32 (+14 eff.) Mindpower: +35 (+12 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +36% nature Changes damage: +18% nature / +12% arcane Critical mult.: +35.00% Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +3% Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +20 (+6 eff.) Ranged Defense: +13 (+3 eff.) Changes resistances: +6% acid / +3% physical / +3% fire / +3% blight / +24% cold / +7% arcane / +12% nature Changes resistances penetration: +10% mind Changes damage: +12% cold Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Blindness immunity: +20% Poison immunity: +5% Cut immunity: +5% Silence immunity: +5% Confusion immunity: +26% Stun/Freeze immunity: +5% Only die when reaching: -60.00 life Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 6.8 Power cost: 29 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 56% for 5 turns. Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +6 Wil Changes resistances: +28% darkness Changes damage: +14% darkness Spellpower: +10 (+5 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Stun/Freeze immunity: +30% Life regen: +2.60 Spellpower: +13 (+7 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +17 Defense: +15 (+4 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +9 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.4 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +6 Con Mental save: +10 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +11 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +6 Str / +8 Con Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 3.4 Power cost: 29 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 34% for 5 turns. Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +4 Wil Changes resistances: +32% lightning Changes damage: +16% lightning Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Equilibrium when hit: +0.16 Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +14% acid / +15% fire / +13% lightning / +14% cold Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+2 eff.) Changes stats: +7 Dex Blindness immunity: +31% Infravision radius: +5 See stealth: +12 See invisible: +5 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Changes resistances: +19% acid / +14% fire / +15% lightning / +18% cold Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +24 Mental save: +7 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +11 Physical power: +11 (+2 eff.) Defense: +15 (+4 eff.) Changes damage: +7% all Spellpower: +16 (+8 eff.) Mindpower: +13 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.4 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% 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. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes damage: +6% all Life regen: +1.50 Maximum life: +100.00 Spellpower: +13 (+7 eff.) Mindpower: +12 (+4 eff.) Healing mod.: +21% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to blind Damage (Melee): 46 light Effects on ranged hit: * 17% chance to blind Damage (Ranged): 31 light Changes stats: +5 Cun / +5 Mag Spellpower: +12 (+6 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +5 Mag Changes resistances: +30% light Changes damage: +15% light Spellpower: +11 (+6 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 19 bleed Changes stats: +10 Cun / +3 Mag Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +11 (+6 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 15 bleed Changes stats: +12 Cun / +3 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +13 (+7 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +5 Mag Disarm immunity: +28% Pinning immunity: +39% Knockback immunity: +33% Maximum life: +33.00 Spellpower: +11 (+6 eff.) Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +14 Defense: +12 (+4 eff.) Changes stats: +8 Wil Mental save: +16 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.4 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +26% Life regen: +1.20 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +11 (+3 eff.) Spell save: +13 (+7 eff.) Mental save: +7 (+2 eff.) Life regen: +1.40 Maximum life: +98.00 Healing mod.: +14% Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +8 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Changes stats: +6 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.4 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% 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. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +22% acid / +22% fire / +21% lightning / +22% cold Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +28% nature Changes damage: +14% nature Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +9 Cun / +7 Dex Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Wil Silence immunity: +24% Mana each turn: +0.12 Mindpower: +7 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Wil Silence immunity: +39% Mana each turn: +0.30 Mindpower: +11 (+4 eff.) Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex / +6 Cun / +2 Con Changes resistances: +24% lightning Changes damage: +12% lightning See invisible: +21 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +29% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Blindness immunity: +37% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +14% mind Changes damage: +14% mind Physical save: +12 (+3 eff.) Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +26% acid / +9% nature / +9% blight Changes damage: +13% acid Poison immunity: +10% Disease immunity: +11% Rings can have magical properties. |
![]() treant's stralite ring of misery Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +5 Cun Changes resistances: +13% nature / +13% blight Poison immunity: +26% Disease immunity: +26% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Effects on melee hit: * 29% chance to disease Changes stats: +9 Str / +6 Mag / +10 Con Changes damage: +15% arcane Reduces incoming crit damage: 20.00% Spell save: +6 (+3 eff.) Disarm immunity: +50% Pinning immunity: +41% Knockback immunity: +39% Life regen: +1.60 Maximum life: +148.00 Spell crit. chance: +3% Healing mod.: +30% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +9 (+3 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 3.4 Power cost: 29 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 34% for 5 turns. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +17% acid / +15% fire / +23% lightning / +12% cold Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +40% darkness Changes damage: +20% darkness Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. |
![]() glacial dwarven-steel battleaxe of evisceration (142% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 142% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Burst (radius 2) on crit: +28 ice When wielded/worn: Physical crit. chance: +16.0% Physical power: +16 (+3 eff.) Armour: +16 Changes resistances penetration: +16% cold Massive two-handed battleaxes. |
![]() thunderous iron battleaxe (103% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 104% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% lightning Massive two-handed battleaxes. |
![]() warbringer's stralite dagger (135% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +24% Sharp, short and deadly. |
![]() Requires: - Level 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +12 spydric poison When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Dex / +2 Mag / +2 Cun Changes damage: +4% nature Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Spinel: Nature It can be used to imbue the hammer with a gem of your choice, costing 8 power out of 6/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. This item has been sent to the Item's Vault. |
![]() hateful stralite greatmaul of erosion (168% power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +24 temporal / +19 nature / +24 darkness Damage against: +24% Living Massive two-handed mauls. |
![]() penetrating elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +20.0% Changes resistances penetration: +32% physical Damage Shield penetration: +75% Longbows are used to shoot arrows at your foes. |
![]() steady elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +40 (+8 eff.) Physical crit. chance: +27.0% Longbows are used to shoot arrows at your foes. |
![]() thaloren elven-wood longbow of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes damage: +24% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
![]() thunderous yew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 21% chance to daze at end of turn When wielded/worn: Accuracy: +17 (+3 eff.) Physical crit. chance: +17.0% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +17% lightning Longbows are used to shoot arrows at your foes. |
![]() truestriking voratun longsword of paradox (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 temporal When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Damage when hit (Melee): 16 temporal Changes resistances: +20% temporal Changes resistances penetration: +15% physical Sharp, long, and deadly. |
![]() thorny mindstar of venom (94% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 95% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 acid Changes resistances: +14% acid Changes resistances penetration: +14% acid Changes damage: +14% acid Life regen: +1.40 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dragonbone starstaff 'Turalin' (136% power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Effects on melee hit: * 14% chance to disease Changes resistances: +9% light / +3% physical Maximum wards: +2 light Changes resistances penetration: +15% light Changes damage: +30% light / +18% arcane Talents granted: +4 Ward +1 Command Staff Disease immunity: +10% Vim when firing critical spell: +5.00 Maximum vim: +40.00 Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() greater ash starstaff of wizardry (111% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes damage: +15% physical / +15% temporal / +15% darkness / +15% light Talent granted: +1 Command Staff Maximum mana: +50.00 Spellpower: +17 (+9 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding yew vilestaff (120% power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Life regen: +1.40 Spellpower: +17 (+9 eff.) Spell crit. chance: +3% Healing mod.: +22% Staves designed for wielders of magic, by the greats of the art. |
![]() balanced dwarven-steel steamsaw of radiance (125% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 125% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +48 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +4 Defense: +17 (+5 eff.) Fatigue: +8% Effects when hit in melee: * 26% chance to blind Changes stats: +4 Mag / +6 Con Changes resistances: +16% light Talent granted: +2 Block Disarm immunity: +35% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() elemental steel steamsaw of cold resistance (+20%) (110% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 110% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +23 On weapon hit: * Random elemental explosion Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +20% cold Changes resistances penetration: +11% acid / +10% fire / +10% lightning / +11% cold Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thunderous coral trident of massacre (125% power, 6 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Power: 125% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 16% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() warbringer's blue-steel trident of amnesia (125% power, 8 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Power: 125% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +28% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() iron waraxe 'Islasenor' (102% power, 6 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Arcane Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 60% chance to corrode armour by 30% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +40% Damage (Melee): +8 acid / +16 arcane Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +3.0% Armour: +9 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +7% arcane Changes resistances penetration: +20% acid Healing mod.: +10% One-handed war axes. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +25% blight / +15% arcane Changes damage: +6% blight / +15% arcane Mental save: +6 (+2 eff.) Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+2 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +10 Dex / +4 Mag / +19 Cun / +10 Lck Changes resistances: +6% blight / +3% lightning Trap disarming bonus: +17 Stealth bonus: +12 Spell save: +24 (+11 eff.) Mental crit. chance: +15% Infravision radius: +9 Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 22 power out of 30/30) : Effective talent level: 4.8 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 light Changes stats: +2 Con Changes resistances: +15% lightning / +15% temporal / +9% blight Reduced damage from: +88% Summoned Spell save: +6 (+3 eff.) Cut immunity: +10% A belt that goes around your waist. |
![]() balancing rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Fatigue: -6% Changes stats: +4 Cun / +4 Dex Maximum encumbrance: +28 Mental crit. chance: +7% A belt that goes around your waist. |
![]() monstrous rough leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +4 Str / +4 Con Physical save: +7 (+2 eff.) Maximum life: +38.00 Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Reduced damage from: +30% Summoned Mental save: +11 (+3 eff.) Spellpower: +9 (+5 eff.) A belt that goes around your waist. |
![]() 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 176.58 cold damage and condensing the air into freezing vapors that deal 58.86 cold damage (based on Magic) each turn for 10 turns, costing 22 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +12% lightning / +6% temporal Blindness immunity: +20% Disease immunity: +15% Stun/Freeze immunity: +0% Teleport immunity: +25% Only die when reaching: -60.00 life Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Yeti-fur Cloak. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Critical mult.: +26.00% Stealth bonus: +15 Maximum life: +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +7 Defense: +2 (+0 eff.) Changes resistances: +16% nature / +16% blight Critical mult.: +21.00% Stealth bonus: +11 Life regen: +2.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Changes resistances: +15% temporal / +21% darkness / +22% cold Defense after a teleport: +20 Resist all after a teleport: +13% New effects duration reduction after a teleport: +25% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 8 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +45% lightning / +29% darkness / +37% mind / +3% blight / +15% cold / +6% nature / +6% acid Changes damage: +40% lightning / +15% physical / +20% cold / +12% nature / +9% mind Physical save: +20 (+5 eff.) Spell save: +39 (+16 eff.) Mental save: +40 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Fatigue: +0% Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+11 eff.) It can be used to activate talent Temporal Reprieve (costing 36 power out of 50/50) : Effective talent level: 1.0 Power cost: 36 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 Defense: +3 (+1 eff.) Fatigue: +0% Damage when hit (Melee): 0 physical Changes stats: +3 Mag / +4 Wil Changes resistances: +20% mind / +16% darkness Physical save: +14 (+3 eff.) Spell save: +15 (+8 eff.) Mental save: +24 (+6 eff.) Silence immunity: +28% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +12 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing elven-silk robe of life (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances: +18% blight Life regen: +6.00 Mana each turn: +0.40 Psi each turn: +0.40 Maximum life: +79.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 (+3 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 18 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 temporal / 8 fire Changes stats: +5 Con / +5 Wil Changes resistances: +36% fire / +11% cold Changes resistances penetration: +17% physical Changes damage: +9% fire Mindpower: +9 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 38 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 nature / 4 temporal Changes stats: +13 Wil / +6 Cun / +18 Con Changes resistances: +15% nature Changes resistances penetration: +20% physical / +10% nature / +5% temporal Changes damage: +3% mind / +9% temporal Critical mult.: +5.00% Physical save: +25 (+6 eff.) Mental save: +48 (+12 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mindpower: +24 (+8 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 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 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +25 Fatigue: +5% Effects on melee hit: * 35% chance to inflict 15% damage reduction Changes stats: +7 Str / +2 Dex / +11 Mag / +4 Con Changes resistances: +15% acid / +15% fire / +10% lightning / +15% cold Changes damage: +6% darkness Stealth bonus: +0 Spell save: +8 (+4 eff.) Lowers spell cool-downs by: 10% Light radius: +1 Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 18 cooldown : Effective talent level: 3.4 Power cost: 18 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Stealth bonus: +0 Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Cun Changes resistances: +16% darkness / +17% temporal Changes resistances penetration: +14% temporal / +15% darkness / +10% mind Critical mult.: +20.00% Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% Defense after a teleport: +18 Resist all after a teleport: +14% New effects duration reduction after a teleport: +22% A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +22 (+6 eff.) Fatigue: +5% Stealth bonus: +0 Silence immunity: +30% Confusion immunity: +34% Stun/Freeze immunity: +36% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 4.8 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 arcane Changes stats: +2 Str / +2 Dex / +4 Mag / +3 Wil / +3 Cun Changes resistances: +4% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+1 eff.) When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +5 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 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. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Con Changes resistances: +12% blight Changes resistances penetration: +15% mind Physical save: +30 (+7 eff.) Spell save: +8 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +47% When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * Slows global speed by 42% * 42% chance to disease Damage (Melee): +28 physical / +20 mind Burst (radius 1) on hit: +12 mind Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 22 cooldown : Effective talent level: 6.4 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 40% and provides a 23% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Armour: +9 Changes stats: +4 Str / +1 Wil / +5 Con Changes resistances: +3% acid Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +6% arcane Physical save: +27 (+7 eff.) Spell save: +10 (+5 eff.) Mental save: +22 (+6 eff.) Disarm immunity: +43% Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +76.00 Spellpower: +4 (+2 eff.) When used to modify unarmed attacks: Power: 153% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +20 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 22 cooldown : Effective talent level: 3.2 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 28% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() iron gauntlets of war-making (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Armour: +1 Critical mult.: +7.00% Spell crit. chance: +8% Mental crit. chance: +8% When used to modify unarmed attacks: Power: 112% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 125% When this weapon crits: Cripple (20% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +3 Str Changes resistances: +6% cold Changes damage: +3% mind Allows you to breathe in: water Mental save: +0 (+0 eff.) Light radius: +1 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +0 (+0 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. This object's appearance was changed to drakeskin leather cap. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +12% acid Changes damage: +9% arcane Physical save: +30 (+7 eff.) Blindness immunity: +10% Disease immunity: +10% Silence immunity: +35% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() aegis cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Life regen: +4.20 Damage Shield Power: +11% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +4 Con Life regen: +4.90 Damage Shield Power: +8% It can be used to activate talent Stone Wall, placing all other charms into a 58 cooldown : Effective talent level: 1.0 Power cost: 58 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 85.81 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() defender's hardened leather hat (7 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Fatigue: +3% Changes resistances: +5% all Physical save: +11 (+3 eff.) A hat made of leather. Very stylish. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +11 Fatigue: +5% Changes stats: +25 Str / +9 Dex / +1 Mag / +6 Wil Changes resistances: +3% acid / +12% physical / +6% arcane / +3% cold Physical save: +15 (+4 eff.) Stun/Freeze immunity: +20% Knockback immunity: +15% Maximum life: +20.00 See invisible: +3 A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +2.0% Armour: +11 Fatigue: +5% Damage when hit (Melee): 10 physical / 16 fire Changes stats: +13 Str / +13 Dex / +9 Cun / +5 Con Changes resistances: -40% light / +3% mind Changes resistances penetration: +15% physical Critical mult.: +6.00% Life regen: +4.90 Only die when reaching: -60.00 life It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 4.8 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1213.1 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +6 Wil Changes resistances: +15% temporal / +18% darkness / +15% cold / +15% fire / +25% mind / +3% nature Spell save: +35 (+14 eff.) Mental save: +44 (+11 eff.) Confusion immunity: +50% Light radius: +2 A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +16 Str / +9 Dex / +5 Mag / +9 Wil Changes resistances: +15% physical / +18% light / +18% darkness Changes damage: +6% arcane / +15% darkness Reduces incoming crit damage: 10.00% Physical save: +15 (+4 eff.) Light radius: +2 See invisible: +15 A hat made of leather. Very stylish. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 16 temporal Changes resistances: +7% physical / +7% arcane / +22% temporal Changes resistances penetration: +37% blight Changes damage: +9% fire Physical save: +15 (+4 eff.) Spell save: +45 (+18 eff.) Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% A suit of armour made of mail. |
![]() cleansing dwarven-steel mail armour of command (14 def, 16 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +14 (+4 eff.) Fatigue: +16% Changes stats: +4 Cun Changes resistances: +15% nature / +16% blight Mental save: +18 (+5 eff.) A suit of armour made of mail. |
![]() Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +24% nature / +33% temporal / +7% arcane / +3% physical Spell save: +20 (+9 eff.) Blindness immunity: +10% Disease immunity: +20% Stun/Freeze immunity: +15% Spell crit. chance: +4% Damage Shield penetration: +50% A suit of armour made of leather. |
![]() nimble cured leather armour of lightning resistance (9 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +7% Changes stats: +4 Dex Changes resistances: +21% lightning Movement speed: +20% A suit of armour made of leather. |
![]() volcanic hardened leather armour of clarity (3 def, 17 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +17 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 7 fire Changes resistances: +19% fire / +8% mind / +19% physical Mental save: +19 (+5 eff.) A suit of armour made of leather. |
![]() searing stralite plate armour of implacability (7 def, 22 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +7 (+2 eff.) Fatigue: +17% Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 15 acid / 15 fire Changes resistances: +25% acid / +26% fire Physical save: +13 (+3 eff.) A suit of armour made of metal plates. |
![]() Starbearer the voratun shield (12 def, 18 armour, 207.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +10% Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 acid Damage when hit (Melee): 35 acid / 20 temporal / 4 blight Changes resistances: +20% temporal / +6% mind / +20% physical Changes damage: +3% light / +6% mind Talent granted: +5 Block Light radius: +3 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (249) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() flaming steel shield of lightning resistance (+21%) (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 14 fire Changes resistances: +21% lightning Talent granted: +2 Block Handheld deflection devices. |
![]() reinforced voratun shield of reflection (12 def, 15 armour, 274 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +20% light / +20% darkness Talent granted: +5 Block Handheld deflection devices. |
![]() sentry's quiver of elven-wood arrows of amnesia (45/54, 169% power, 26 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 170% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Crit. chance: +2.5% Capacity: 54 Turns elapse between self-loadings: 0 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilRequires: - Level 15 Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 36 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. This item has been sent to the Item's Vault. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Requires: - Level 25 Powered 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. This item has been sent to the Item's Vault. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. This item has been sent to the Item's Vault. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +9 Str / +4 Dex / +5 Con Changes resistances: +10% fire / +8% darkness / +6% nature Physical save: +35 (+9 eff.) Spell save: +15 (+8 eff.) Mental save: +12 (+3 eff.) Only die when reaching: -80.00 life Maximum life: +90.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 19 cooldown : Effective talent level: 5.1 Power cost: 19 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +101 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes stats: +3 Str Changes resistances: +8% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 72 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 173.31 darkness damage (based on Mindpower and charge), costing 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Spellpower: +6 (+3 eff.) Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered 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 (+5 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 11 power out of 25/25) : Effective talent level: 5.0 Power cost: 11 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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 146 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. |
amazing fiery salve [power 41] amazing fiery salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (41% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing frost salve [power 41] amazing frost salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (41% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing healing salve [power 588] amazing healing salve [power 588]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 56% cooldown modifier. It can be used to heal 588, putting Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing pain suppressor salve [power 514] amazing pain suppressor salve [power 514]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -514 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 8 turns. Medical salve. |
amazing water salve [power 41] amazing water salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 179% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
![]() Powered 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 16 temporal Changes resistances: +15% mind / +15% temporal Changes resistances penetration: +10% temporal Changes damage: +9% mind Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 165 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +2 Str / +8 Dex / +4 Wil / +2 Con Changes resistances penetration: +25% mind Talent granted: +5 Telekinetic Blast See invisible: +9 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +8 Changes stats: +3 Con Changes resistances: +6% fire Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +5 Silence Disarm immunity: +10% Knockback immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to fire a blast of psionic energies in a range 7 beam dealing 168.41 to 336.81 mind damage, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 22), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent granted: +2 Telekinetic Blast It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +3 physical / +2 mind / +1 darkness Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a range 7 beam dealing 105.19 to 210.37 mind damage, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 30% chance to corrode armour by 30% Changes resistances: +5% arcane / +18% nature / +9% darkness Changes damage: +9% acid It can be used to remove up to 4 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight / +6% lightning Changes resistances penetration: +5% lightning / +10% blight Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 105 and armour hardiness by 70%, putting all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +3 acid / +3 nature / +2 light Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 88 and armour hardiness by 70%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +5 acid / +5 nature / +4 light Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 81 and armour hardiness by 70%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Maximum wards: +4 acid / +1 nature / +4 light Talent granted: +1 Ward It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() Powered 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 (+5 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 140.61 temporal and 140.61 darkness damage (based on Magic), costing 15 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 24 acid / 4 lightning Changes resistances: +3% lightning / +9% acid Changes resistances penetration: +30% lightning Changes damage: +9% arcane / +9% lightning Talent cooldown: Strike (-1 turn) Talents granted: +5 Strike +10 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 16, power 57 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +1 Volcano It can be used to disarm traps (117 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +3 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 156 to 313, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +4 lightning / +4 temporal / +2 blight / +3 fire / +4 cold Talent granted: +1 Ward It can be used to creates a wall of flames lasting 4 turns (dealing 232 fire damage overall), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Requires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 22 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Fists of Firtrees the Thalore Brawler level 25
19th Pyre 123rd year of Ascendancy at 02:21 see stats
By Fists of Firtrees the Thalore Brawler level 21
1st Time of Balance 123rd year of Ascendancy at 18:39 see stats
By Fists of Firtrees the Thalore Brawler level 50
41st Haze 124th year of Ascendancy at 22:53 see stats
By Fists of Firtrees the Thalore Brawler level 25
17th Pyre 123rd year of Ascendancy at 08:48 see stats
By Fists of Firtrees the Thalore Brawler level 38
4th Pyre 124th year of Ascendancy at 14:52 see stats
By Fists of Firtrees the Thalore Brawler level 42
34th Pyre 124th year of Ascendancy at 00:48 see stats
By Fists of Firtrees the Thalore Brawler level 45
67th Pyre 124th year of Ascendancy at 18:09 see stats
By Fists of Firtrees the Thalore Brawler level 72
4th Regrowth 125th year of Ascendancy at 13:48 see stats
By Fists of Firtrees the Thalore Brawler level 37
60th Haze 123rd year of Ascendancy at 00:44 see stats
By Fists of Firtrees the Thalore Brawler level 29
51st Pyre 123rd year of Ascendancy at 16:14 see stats
By Fists of Firtrees the Thalore Brawler level 34
26th Haze 123rd year of Ascendancy at 17:28 see stats
By Fists of Firtrees the Thalore Brawler level 45
45th Pyre 124th year of Ascendancy at 11:10 see stats
By Fists of Firtrees the Thalore Brawler level 11
48th Haze 122nd year of Ascendancy at 10:10 see stats
By Fists of Firtrees the Thalore Brawler level 46
1st Flare 124th year of Ascendancy at 00:27 see stats
By Fists of Firtrees the Thalore Brawler level 41
32nd Pyre 124th year of Ascendancy at 14:05 see stats
By Fists of Firtrees the Thalore Brawler level 28
48th Pyre 123rd year of Ascendancy at 06:22 see stats
By Fists of Firtrees the Thalore Brawler level 32
68th Dusk 123rd year of Ascendancy at 00:13 see stats
By Fists of Firtrees the Thalore Brawler level 45
40th Pyre 124th year of Ascendancy at 22:08 see stats
By Fists of Firtrees the Thalore Brawler level 19
65th Regrowth 123rd year of Ascendancy at 17:23 see stats
By Fists of Firtrees the Thalore Brawler level 50
21st Dusk 124th year of Ascendancy at 19:59 see stats
By Fists of Firtrees the Thalore Brawler level 15
26th Regrowth 123rd year of Ascendancy at 04:22 see stats
By Fists of Firtrees the Thalore Brawler level 20
76th Regrowth 123rd year of Ascendancy at 16:29 see stats
By Fists of Firtrees the Thalore Brawler level 77
22nd Regrowth 125th year of Ascendancy at 10:47 see stats
By Fists of Firtrees the Thalore Brawler level 49
17th Dusk 124th year of Ascendancy at 09:33 see stats
By Fists of Firtrees the Thalore Brawler level 41
32nd Pyre 124th year of Ascendancy at 16:44 see stats
By Fists of Firtrees the Thalore Brawler level 50
41st Haze 124th year of Ascendancy at 15:43 see stats
By Fists of Firtrees the Thalore Brawler level 49
17th Dusk 124th year of Ascendancy at 08:07 see stats
By Fists of Firtrees the Thalore Brawler level 18
50th Regrowth 123rd year of Ascendancy at 11:44 see stats
By Fists of Firtrees the Thalore Brawler level 43
34th Pyre 124th year of Ascendancy at 09:49 see stats
By Fists of Firtrees the Thalore Brawler level 72
5th Regrowth 125th year of Ascendancy at 19:02 see stats
By Fists of Firtrees the Thalore Brawler level 60
74th Haze 124th year of Ascendancy at 04:07 see stats
By Fists of Firtrees the Thalore Brawler level 66
10th Decay 124th year of Ascendancy at 07:49 see stats
By Fists of Firtrees the Thalore Brawler level 38
14th Pyre 124th year of Ascendancy at 21:28 see stats
By Fists of Firtrees the Thalore Brawler level 10
34th Haze 122nd year of Ascendancy at 03:54 see stats
By Fists of Firtrees the Thalore Brawler level 20
68th Regrowth 123rd year of Ascendancy at 03:42 see stats
By Fists of Firtrees the Thalore Brawler level 30
70th Pyre 123rd year of Ascendancy at 01:23 see stats
By Fists of Firtrees the Thalore Brawler level 40
20th Pyre 124th year of Ascendancy at 02:21 see stats
By Fists of Firtrees the Thalore Brawler level 50
19th Dusk 124th year of Ascendancy at 16:51 see stats
By Fists of Firtrees the Thalore Brawler level 50
51st Dusk 124th year of Ascendancy at 19:07 see stats
By Fists of Firtrees the Thalore Brawler level 31
52nd Dusk 123rd year of Ascendancy at 20:52 see stats
By Fists of Firtrees the Thalore Brawler level 48
16th Dusk 124th year of Ascendancy at 14:28 see stats
By Fists of Firtrees the Thalore Brawler level 30
17th Dusk 123rd year of Ascendancy at 02:08 see stats
By Fists of Firtrees the Thalore Brawler level 65
7th Decay 124th year of Ascendancy at 20:15 see stats
By Fists of Firtrees the Thalore Brawler level 40
22nd Pyre 124th year of Ascendancy at 13:23 see stats
By Fists of Firtrees the Thalore Brawler level 8
76th Dusk 122nd year of Ascendancy at 11:50 see stats
By Fists of Firtrees the Thalore Brawler level 30
17th Dusk 123rd year of Ascendancy at 02:08 see stats
By Fists of Firtrees the Thalore Brawler level 18
65th Regrowth 123rd year of Ascendancy at 12:16 see stats
By Fists of Firtrees the Thalore Brawler level 28
48th Pyre 123rd year of Ascendancy at 08:51 see stats
By Fists of Firtrees the Thalore Brawler level 50
21st Dusk 124th year of Ascendancy at 19:58 see stats
By Fists of Firtrees the Thalore Brawler level 26
32nd Pyre 123rd year of Ascendancy at 02:04 see stats
By Fists of Firtrees the Thalore Brawler level 18
49th Regrowth 123rd year of Ascendancy at 07:41 see stats
By Fists of Firtrees the Thalore Brawler level 8
37th Dusk 122nd year of Ascendancy at 13:08 see stats
By Fists of Firtrees the Thalore Brawler level 21
1st Time of Balance 123rd year of Ascendancy at 18:39 see stats
By Fists of Firtrees the Thalore Brawler level 65
6th Decay 124th year of Ascendancy at 12:40 see stats
By Fists of Firtrees the Thalore Brawler level 50
21st Dusk 124th year of Ascendancy at 19:59 see stats
By Fists of Firtrees the Thalore Brawler level 30
17th Dusk 123rd year of Ascendancy at 02:08 see stats
By Fists of Firtrees the Thalore Brawler level 12
66th Haze 122nd year of Ascendancy at 11:35 see stats
By Fists of Firtrees the Thalore Brawler level 30
6th Mirth 123rd year of Ascendancy at 19:19 see stats
By Fists of Firtrees the Thalore Brawler level 16
32nd Regrowth 123rd year of Ascendancy at 05:18 see stats
By Fists of Firtrees the Thalore Brawler level 40
21st Pyre 124th year of Ascendancy at 12:25 see stats
By Fists of Firtrees the Thalore Brawler level 21
10th Pyre 123rd year of Ascendancy at 06:22 see stats
By Fists of Firtrees the Thalore Brawler level 24
16th Pyre 123rd year of Ascendancy at 20:48 see stats
By Fists of Firtrees the Thalore Brawler level 35
41st Haze 123rd year of Ascendancy at 14:58 see stats
Log
Today is the 32nd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 08:08.
Your summoned treant disappears.
Your summoned treant disappears.
Fists of Firtrees switches his weapons to: Awakened Staff of Absorption.
Fists of Firtrees switches his weapons to: 224 alchemist agate.
Fists of Firtrees activates Striking Stance.
Talent Disarm is ready to use.
Saving game...
You transfer Tirakai's Maul (139% power, 6 apr) from the online item's vault.
Saving done.
Fists of Firtrees wears: Tirakai's Maul (139% power, 6 apr).
Fists of Firtrees deactivates Striking Stance.
Resting starts...
Fists of Firtrees starts regenerating health quickly.
Talent Pain Enhancement System is ready to use.
Fists of Firtrees stops regenerating health quickly.
Talent Striking Stance is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Nature's Pride is ready to use.
Rested for 31 turns (stop reason: all resources and life at maximum).
Fists of Firtrees deactivates Premonition.