










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 3358% |
| Size | medium |
| Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 60th Dusk 123rd year of Ascendancy at 14:17 / 1 |
Primary Stats
| Strength | 85 (base 18) |
| Dexterity | 97 (base 55) |
| Constitution | 30 (base 13) |
| Magic | 171 (base 59) |
| Willpower | 97 (base 56) |
| Cunning | 108 (base 44) |
Resources
| Mana | 629/629 |
| Equilibrium | 10 |
| Vim | 316/316 |
| Life | 1303/1303 |
| Psi | 187/187 |
| Stamina | 405/424 |
| Negative | 211/272 |
| Healing Factor | 1.1592147729953 |
| Regeneration | 0.28980369324882 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.11431877292% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
| See Stealth | 34.143330456885 |
| See Invisible | 52.143330456885 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 238 |
| Accuracy | 94 |
| Crit Chance | 44% |
| APR | 90 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 132 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +39% |
| Arcane | +94% |
| Cold | +135% |
| All | +9% |
| Lightning | +257% |
| Light | +18% |
| Physical | +36% |
| Darkness | +64% |
| Fire | +80% |
| Mind | +30% |
Offense: Damage Penetration
| Mind | +20% |
| Lightning | +119% |
| Light | +5% |
| Darkness | +30% |
| Cold | +70% |
| Arcane | +30% |
| Fire | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 71.176564040885 (54.823135475018%) |
| Defense | 92 |
| Ranged Defense | 99 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 53 |
| Mental Save | 69 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Arcane | + 46%( 70%) |
| Cold | + 66%( 70%) |
| All | + 28%( 70%) |
| Darkness | + 49%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 30%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 40%( 70%) |
| Mind | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 0% |
| Poison Resistance | 58% |
| Blind Resistance | 58% |
| Disarm Resistance | 50% |
| Bleed Resistance | 58% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1004% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 243 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 409 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Spectre | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Hymn Nocturnalist |
| talent | Chant of Fortitude |
| talent | Quickdraw |
| talent | Arcane Combat |
| talent | Mitosis |
| talent | Essence of Speed |
| talent | Elemental Discord |
| talent | Shock Hands |
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Defensive Posture |
| talent | Premonition |
| talent | Hymn of Detection |
| talent | Beyond the Flesh |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 50. Bloodlust |
| beneficial effect | The target's spellpower has been increased by 40. Spellsurge |
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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)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 Old Forest. Escort: injured seer (level 3 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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Glorogata the degenerated skeleton warrior. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by slimy ooze. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by Eludhelle the patchwork troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 3026. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Belulravea the Freezerock (151% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 35 fire Changes stats: +10 Mag / +10 Cun / +7 Con Changes resistances: +6% light / +3% temporal Changes damage: +30% lightning / +6% cold Talent granted: +1 Command Staff Critical mult.: +70.00% Mana each turn: +0.40 N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum mana: +100.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Light radius: +1 See invisible: +18 Reduces paradox anomalies(equivalent to willpower): +24 Staves designed for wielders of magic, by the greats of the art. |
| Light source | dwarven lantern 'Eilinolratira'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 18 fire Changes stats: +6 Cun Changes resistances: +8% fire Critical mult.: +20.00% Mental save: +9 (+2 eff.) Mana when firing critical spell: +2.09 Hate when firing a critical mind attack: +5.22 Spellpower: +31 (+5 eff.) Light radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Rainglean the drakeskin leather cap (0 def, 21 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +12 Physical crit. chance: +5.0% Armour: +21 Fatigue: +5% Changes stats: +14 Str / +5 Con Changes resistances: +3% physical / +21% cold Critical mult.: +15.00% A cap made of leather. |
| On feet | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 339 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Tool | elven-wood wand of lightning storm 'Skymark' [power 392] (7/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 57% Damage when hit (Melee): 10 lightning Changes resistances penetration: +25% lightning Changes damage: +30% lightning / +6% acid It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 280 lightning damage and will be dazed for 1 turn (1402 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | GlitterbenderInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +14 Defense: +20 (+4 eff.) Changes resistances: +36% lightning / +6% light Changes resistances penetration: +5% light Changes damage: +18% lightning Critical mult.: +10.00% Vim when firing critical spell: +1.00 Spellpower: +10 (+2 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
| On fingers | Chillwreath the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +12% mind Changes resistances penetration: +30% cold Changes damage: +21% mind / +18% blight Critical mult.: +15.00% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Mana when firing critical spell: +2.47 Maximum life: +50.00 Spellpower: +35 (+5 eff.) Rings make your fingers look great! |
| Around neck | Mayulle the GloomparryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce damage dealt by 27% * 24% chance to reduce all saves and defense by 34 Damage when hit (Melee): 10 lightning / 4 mind Changes stats: +7 Mag Changes resistances penetration: +30% lightning / +30% darkness / +20% mind Changes damage: +18% lightning / +15% cold / +9% darkness Amulets make your neck look great! |
| In main hand | Awakened Staff of Absorption (183% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 183% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Around waist | GlowarcPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +16 Defense: +31 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Damage when hit (Melee): 10 light Changes stats: +2 Dex / +11 Mag / +11 Wil Changes resistances: +12% lightning Changes damage: +9% light Maximum stamina: +30.00 Spell crit. chance: +6% A belt that goes around your waist. |
| Cloak | Falerek the Stormwrither (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +10% acid / +9% fire / +10% lightning / +10% cold Changes resistances penetration: +34% lightning Changes damage: +12% blight / +21% lightning Critical mult.: +25.00% Mana when firing critical spell: +2.72 Spellpower on spell critical (stacks up to 3 times): +13 Spellpower: +40 (+6 eff.) Spell crit. chance: +10% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Islolaith the Strikesage (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +13 Str / +12 Mag / +12 Wil Changes resistances: +17% lightning / +22% cold / +30% darkness / +13% all Changes resistances penetration: +10% cold Changes damage: +45% lightning / +27% physical / +20% darkness / +45% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 261; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 261 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 382; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 382 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 411; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 411 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 382; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 382 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -520; dur 6; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -520 life. The duration and life will increase by 1% for every 1% life you have lost (currently 520 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -961; dur 6; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -961 life. The duration and life will increase by 1% for every 1% life you have lost (currently 961 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 725%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 725% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 767%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 701%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 701% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 931; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 931 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 1081; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1081 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 39%; mental, physical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 and physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 41%; mental, physical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 and physical effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 37%; magical, mental; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, nature, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 4 darkness, 5 blight, 5 nature, 5 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 955 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune (absorb 24; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 24 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 156; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 156 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 749; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 749 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 28; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 28 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
BelyrethadInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 57% Changes stats: +7 Cun / +6 Dex Changes resistances: +18% acid / +24% fire / +26% cold Reduces incoming crit damage: 15.00% See invisible: +18 Amulets make your neck look great! |
Betada the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +5 Defense: +7 (+1 eff.) Damage when hit (Melee): 8 acid Changes stats: +3 Dex / +1 Mag Changes resistances: +10% mind / +6% acid Changes resistances cap: +5% all Changes damage: +7% physical Physical save: +10 (+5 eff.) Confusion immunity: +32% See invisible: +3 Combat speed: +10% Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 4.5 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 51 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
PitchradiancePowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +6 Mag Changes resistances: +46% fire / +26% cold Changes damage: +7% acid / +18% darkness / +13% fire / +8% lightning / +7% cold Mental save: +15 (+4 eff.) Confusion immunity: +25% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +15 (+4 eff.) Amulets make your neck look great! |
Radiancebutcher the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 13 light / 10 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 27% * 13% chance to blind Changes resistances: +24% cold Changes resistances penetration: +20% light Changes damage: +13% darkness / +27% arcane / +34% light Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (232). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Turesahir the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Fatigue: -6% Changes stats: +13 Dex / +8 Cun / +14 Con Critical mult.: +20.00% Life regen: +4.00 Stamina each turn: +0.80 Mental crit. chance: +3% Movement speed: +10% Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 3.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Unrurig the ScorchblissInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +12% temporal / +5% arcane / +9% cold / +12% nature / +22% mind Changes damage: +18% fire Physical save: +18 (+8 eff.) Poison immunity: +20% Confusion immunity: +36% Amulets make your neck look great! |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
ZeralinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +9 Dex / +8 Mag / +4 Cun Changes resistances: +12% acid Changes damage: +24% blight Mana each turn: +0.20 Mana when firing critical spell: +2.50 Maximum vim: +62.45 Spellpower: +20 (+3 eff.) Amulets make your neck look great! |
enraging voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes damage: +9% physical Blindness immunity: +35% Infravision radius: +9 Sight radius: +2 See invisible: +15 Combat speed: +10% Amulets make your neck look great! |
gold amulet 'Silitira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +13 Changes resistances: +21% temporal / +3% darkness / +5% arcane Talent mastery: +0.28 Technique / Combat techniques Critical mult.: +15.00% Pinning immunity: +28% Knockback immunity: +28% Amulets make your neck look great! |
mindweaver's voratun amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 10 light / 14 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 27% * 13% chance to blind Changes stats: +6 Wil Changes damage: +11% light / +10% darkness Mental save: +11 (+3 eff.) Confusion immunity: +19% Mindpower: +11 (+3 eff.) Amulets make your neck look great! |
voratun amulet 'Barodunamantir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +36 Physical power: +15 (+4 eff.) Armour: +6 Changes stats: +8 Wil Changes resistances: +3% physical Changes resistances penetration: +15% physical Critical mult.: +38.00% Stamina each turn: +3.03 Amulets make your neck look great! |
voratun amulet 'Beratir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Effects on melee hit: * 20 arcane resource burn * 21% chance to reduce armor by 57% Changes stats: +5 Con Changes resistances: +15% acid / +21% fire / +9% darkness / +20% cold Critical mult.: +20.00% Physical save: +11 (+5 eff.) Spell save: +6 (+2 eff.) Life regen: +8.00 Maximum life: +69.00 Amulets make your neck look great! |
voratun amulet 'Festerward'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+9 eff.) Effects on melee hit: * 26% chance to reduce all saves and defense by 34 Changes stats: +6 Con / +10 Mag Changes resistances: +8% physical Changes resistances penetration: +33% nature / +33% cold Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Physical save: +21 (+9 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
voratun amulet 'Skybrawn'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +16 Defense: +24 (+4 eff.) Fatigue: -8% Effects on melee hit: * 25 arcane resource burn Changes resistances: +6% cold / +6% fire / +15% nature / +6% arcane Changes resistances cap: +13% all Changes resistances penetration: +10% lightning / +10% acid Physical save: +49 (+18 eff.) Life regen: +5.00 Amulets make your neck look great! |
wanderer's voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +8 Con Changes damage: +12% blight / +14% fire Critical mult.: +19.00% Life regen: +4.00 Stamina each turn: +1.50 Spellpower: +9 (+2 eff.) Movement speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
AbyssquickPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 47 * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +4 Mag Changes resistances: +20% blight / +12% fire / +6% temporal Changes damage: +6% fire Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
Arthuthel the DaydareCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +8 (+2 eff.) Fatigue: -6% Changes stats: +2 Dex Changes resistances: +13% mind / +2% physical Changes resistances penetration: +20% light Changes damage: +13% mind / +6% all Maximum encumbrance: +23 Physical save: +3 (+1 eff.) Maximum stamina: +30.00 Spellpower: +11 (+2 eff.) Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
Ashwind the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Damage when hit (Melee): 10 fire Changes stats: +9 Str / +9 Con Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +5% fire Changes damage: +9% fire Stun/Freeze immunity: +45% Life regen: +28.00 Maximum life: +84.00 Healing mod.: +20% Rings make your fingers look great! |
Betyssra the SootquickPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Mag / +18 Wil / +17 Cun Changes resistances: +3% mind / +3% temporal Changes resistances penetration: +25% darkness / +10% mind Mental save: +20 (+5 eff.) Poison immunity: +20% Silence immunity: +26% Spellpower: +15 (+3 eff.) Mindpower: +30 (+8 eff.) Rings make your fingers look great! |
BlizzardquickCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Changes resistances: +6% arcane / +21% cold Changes resistances penetration: +30% arcane Physical save: +16 (+7 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+4 eff.) Stamina each turn: +3.70 Only die when reaching: -98.63 life Maximum stamina: +36.99 Rings make your fingers look great! |
Camiyablek the BogwingPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +33 (+6 eff.) Armour penetration: +15 Defense: +13 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Damage when hit (Melee): 6 acid Changes stats: +9 Dex / +6 Mag / +7 Cun Changes resistances: +18% acid Changes resistances penetration: +20% nature Changes damage: +6% blight Spellpower: +12 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Cinderrune the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +34 (+7 eff.) Armour penetration: +4 Armour: +18 Changes resistances: +6% physical / +36% fire Changes damage: +27% fire Critical mult.: +43.24% Spell save: +9 (+3 eff.) Rings make your fingers look great! |
Darkbliss the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 23% chance to reduce damage dealt by 27% Changes stats: +10 Dex / +8 Mag / +16 Wil / +10 Cun Changes resistances: +6% lightning Changes resistances penetration: +15% darkness Changes damage: +12% darkness Mental save: +18 (+4 eff.) Blindness immunity: +50% Pinning immunity: +23% Spellpower: +15 (+3 eff.) Infravision radius: +6 See stealth: +20 See invisible: +25 Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
EmeleralaithInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Damage when hit (Melee): 10 mind Changes stats: +8 Dex / +3 Mag / +11 Wil / +8 Cun / +2 Con Changes resistances: +9% mind Only die when reaching: -60.00 life Mindpower: +15 (+4 eff.) Light radius: +3 Rings make your fingers look great! |
Ereludobar the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +9 Cun / +8 Wil Changes resistances: +5% physical Stamina each turn: +3.00 Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 207.08 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Fogbrace the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Defense: +12 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +5% darkness / +5% light Changes damage: +9% darkness Disarm immunity: +20% Pinning immunity: +32% Knockback immunity: +41% Maximum life: +47.00 Spellpower: +5 (+1 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 Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Galagund the GlacierripperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Damage when hit (Melee): 10 arcane Changes resistances: +9% cold Changes resistances penetration: +25% cold Changes damage: +12% mind / +9% cold Stun/Freeze immunity: +39% Life regen: +8.00 Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+17 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Isuriwen the BrandseverCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +3 Wil Changes resistances: +15% acid / +6% fire Changes resistances penetration: +10% fire Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +26% Life regen: +3.00 Rings make your fingers look great! |
LightningstreakInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 34 * 20% chance to reduce armor by 57% Damage (Melee): 20 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 34 Damage (Ranged): 23 physical Damage when hit (Melee): 4 mind / 4 lightning Changes stats: +4 Cun Changes resistances penetration: +25% lightning / +25% acid Changes damage: +6% lightning Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 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. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Rotrazor the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +10 (+2 eff.) Changes resistances: +6% lightning / +6% temporal / +15% light / +6% blight / +18% fire / +6% nature / +6% cold Spell save: +6 (+2 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
Vilevice the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% Damage when hit (Melee): 2 temporal Changes stats: +7 Mag / +11 Wil / +20 Cun / +6 Con Changes resistances: +12% nature Changes damage: +9% temporal Spell save: +20 (+6 eff.) Maximum stamina: +40.00 Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 741.61 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Xerema the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Damage when hit (Melee): 10 mind / 2 blight Changes stats: +9 Dex / +9 Wil Changes resistances penetration: +20% blight Changes damage: +3% mind / +18% blight Mental save: +18 (+4 eff.) Blindness immunity: +42% Infravision radius: +6 See stealth: +25 See invisible: +22 Rings make your fingers look great! |
XorelaithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +7 Str / +17 Dex / +18 Cun Changes resistances penetration: +32% arcane Changes damage: +15% mind Mana each turn: +0.20 Maximum psi: +50.00 Light radius: +3 Rings make your fingers look great! |
copper ring 'Layita'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Poison immunity: +20% Stun/Freeze immunity: +46% Life regen: +7.00 Maximum life: +100.00 Spellpower: +30 (+5 eff.) Rings make your fingers look great! |
gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +10 Str / +9 Con Life regen: +10.00 Maximum life: +89.00 Healing mod.: +16% Rings make your fingers look great! |
gladiator's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +10 Str / +7 Con Changes resistances: +30% acid / +30% fire / +25% lightning / +21% cold Rings make your fingers look great! |
marksman's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Damage (Melee): 35 light Damage (Ranged): 35 light Changes stats: +6 Dex / +5 Mag Changes damage: +15% light Rings make your fingers look great! |
mule's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 31 light Damage (Ranged): 40 light Changes stats: +10 Mag Changes damage: +18% light Maximum encumbrance: +34 Rings make your fingers look great! |
painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Changes damage: +8% all Life regen: +20.00 Maximum life: +100.00 Spellpower: +20 (+3 eff.) Mindpower: +20 (+5 eff.) Healing mod.: +20% Rings make your fingers look great! |
pixie's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +8 (+1 eff.) Changes stats: +2 Cun / +5 Mag Spellpower: +13 (+2 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
pixie's voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 27 light Damage (Ranged): 36 light Changes stats: +6 Cun / +9 Mag Changes damage: +17% light Spellpower: +14 (+2 eff.) Rings make your fingers look great! |
sneakthief's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Damage (Melee): 37 light Damage (Ranged): 30 light Changes stats: +10 Dex / +8 Mag / +10 Cun Changes damage: +19% light Rings make your fingers look great! |
sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Effects on melee hit: * 17% chance to reduce all saves and defense by 34 Damage (Melee): 28 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 34 Damage (Ranged): 35 physical Changes stats: +19 Cun / +10 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +12 (+2 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
titan's voratun ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Con Physical save: +14 (+7 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +50% Rings make your fingers look great! |
voratun ring 'Freezeorder'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +25 (+6 eff.) Armour: +14 Damage when hit (Melee): 13 physical Changes stats: +4 Con Changes damage: +12% cold / +21% physical Physical save: +18 (+8 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +48% Spell crit. chance: +6% Rings make your fingers look great! |
voratun ring 'Plagueswift'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 10 nature Changes stats: +5 Dex / +4 Wil / +6 Con Changes resistances: +32% nature Changes resistances penetration: +25% darkness / +25% nature Changes damage: +16% nature Rings make your fingers look great! |
voratun ring 'Stormhunt'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Damage when hit (Melee): 4 acid / 8 physical Changes stats: +10 Cun / +2 Str Changes resistances: +4% physical Changes damage: +18% lightning Critical mult.: +20.88% Only die when reaching: -83.52 life Maximum stamina: +31.32 Rings make your fingers look great! |
voratun ring 'Xarawyn'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +30% acid / +6% blight / +6% darkness / +9% light Changes damage: +15% acid Reduces incoming crit damage: 5.00% Mental save: +13 (+3 eff.) Confusion immunity: +45% Mindpower: +12 (+3 eff.) See invisible: +3 Rings make your fingers look great! |
warrior's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 15% chance to reduce all saves and defense by 34 Damage (Melee): 20 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 34 Damage (Ranged): 30 physical Changes stats: +5 Cun / +7 Str Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
enhanced voratun dagger of projection (160% power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 160% Range: 1.3x Uses stats: 30% Wil, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +13 Str / +13 Dex / +7 Mag / +13 Wil / +11 Cun / +13 Con Sharp, short and deadly. |
Darklady (173% power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 10% chance to slow global speed by 62% * 20% chance to reduce damage dealt by 27% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +23 nature When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 10 arcane resource burn * 20% chance to reduce damage dealt by 27% Changes stats: +12 Str / +14 Dex / +12 Mag / +12 Wil / +16 Cun / +10 Con Changes damage: +6% darkness Massive two-handed swords. |
Ureslak's Femur (175% power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 175% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Dayrune the dragonbone vilestaff (151% power, 6 apr, lightning 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: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +16 Mag / +13 Wil / +14 Cun Changes resistances penetration: +15% lightning / +15% light / +15% arcane / +15% cold / +15% nature / +15% fire Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Eilinarialle the dragonbone vilestaff (151% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 2 blight Changes resistances: +15% temporal Changes resistances penetration: +15% blight Changes damage: +30% lightning / +9% temporal / +30% fire / +30% arcane / +30% cold Talent granted: +1 Command Staff Spellpower: +30 (+5 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (151% power, 4 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+6 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Poltergeist's Penitence (130% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 130% Range: 1.2x Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +30% blight / +30% physical Changes damage: +4% all Damage affinity(heal): +20% physical Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +16% Mental crit. chance: +2% It can be used to cure up to 6 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Starqueller (144% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 144% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +27% cold / +6% light / +12% fire Changes resistances penetration: +17% blight / +29% physical / +46% light / +17% cold Changes damage: +9% physical / +25% fire Talent granted: +1 Command Staff Maximum stamina: +34.86 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
dragonbone magestaff 'Blazekill' (151% power, 6 apr, cold element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +5 Wil Changes resistances: +20% blight / +18% fire / +5% arcane / +9% mind Changes resistances penetration: +15% lightning Changes damage: +9% lightning / +30% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +3.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +19% Mental crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Erelyvor' (151% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Physical power: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes stats: +1 Wil Changes damage: +30% lightning / +6% mind / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.54 Maximum hate: +10.00 Spellpower: +47 (+7 eff.) Spell crit. chance: +7% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Gelrawe the SingequillCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +20 Defense: +23 (+4 eff.) Changes stats: +4 Con Changes damage: +21% blight / +21% fire / +15% mind Critical mult.: +25.00% Stealth bonus: +15 A belt that goes around your waist. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 527, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 69 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 51% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Samitar the Nimbusbrace (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 21% chance to reduce armor by 57% Damage when hit (Melee): 6 arcane Changes resistances: +25% darkness / +18% lightning Changes resistances penetration: +20% darkness / +15% fire Changes damage: +24% lightning / +21% fire / +25% darkness / +9% arcane Stealth bonus: +25 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +105.36 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silakira (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+6 eff.) Defense: +3 (+0 eff.) Fatigue: -10% Changes stats: +3 Cun / +15 Wil Changes damage: +15% acid Critical mult.: +20.00% Equilibrium when hit: +0.28 Maximum life: +110.00 Maximum stamina: +30.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Bakor (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +7 Str / +13 Mag / +8 Wil Changes resistances: +39% acid / +15% lightning / +15% cold / +6% arcane / +15% all Changes damage: +26% acid / +24% physical / +30% cold / +30% lightning Critical mult.: +15.00% Mental save: +30 (+7 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +3% Mindpower: +6 (+2 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+8 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Hathaziladin (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +9 Str Changes resistances: +45% lightning / +4% physical / +18% fire / +15% all Changes damage: +30% lightning Physical save: +22 (+9 eff.) Mental save: +22 (+5 eff.) Silence immunity: +24% Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +11% lightning / +12% darkness / +11% light / +12% blight / +10% fire / +12% cold / +15% all Physical save: +19 (+8 eff.) Spell save: +36 (+10 eff.) Mental save: +16 (+4 eff.) Mana each turn: +0.35 Maximum mana: +84.00 Spellpower: +28 (+4 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +18% acid / +18% physical / +18% fire / +20% cold / +15% all Changes damage: +18% acid / +24% physical / +16% fire / +17% cold Talent cooldown: Refit Golem (-6 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances: +13% acid / +18% physical / +16% fire / +18% cold / +15% all Changes damage: +22% acid / +25% physical / +18% fire / +25% cold Talent cooldown: Refit Golem (-6 turns) Mana each turn: +0.31 Psi each turn: +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kuldir the pair of drakeskin leather boots (0 def, 9 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +9 Fatigue: -10% Damage when hit (Melee): 6 arcane Changes stats: +4 Dex / +3 Mag / +9 Wil / +4 Cun / +6 Con Changes resistances: +2% physical Changes resistances penetration: +5% blight / +9% physical Changes damage: +6% blight Maximum encumbrance: +49 Physical save: +15 (+7 eff.) Only die when reaching: -20.00 life Maximum stamina: +30.00 Mindpower: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Serpentbile (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +9% lightning / +12% nature / +18% darkness Changes resistances penetration: +15% lightning / +15% darkness / +10% nature Spellpower: +9 (+2 eff.) A pair of boots made of leather. |
Xanyth (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +6 Con Changes resistances: +20% darkness / +16% temporal Changes resistances penetration: +14% darkness / +13% temporal Changes damage: +7% physical Critical mult.: +10.00% Spell save: +3 (+1 eff.) Silence immunity: +31% Confusion immunity: +35% Stun/Freeze immunity: +28% Mana when firing critical spell: +1.00 Spellpower: +15 (+3 eff.) Damage Shield penetration: +10% Defense after a teleport: +16 Resist all after a teleport: +15% New effects duration reduction after a teleport: +17% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Haraharathel' (15 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +12 Armour: +14 Defense: +15 (+3 eff.) Fatigue: +4% Effects on melee hit: * 26% chance to reduce all saves and defense by 34 Changes stats: +3 Str Changes resistances: +18% mind Critical mult.: +26.46% Stamina each turn: +3.00 Mindpower: +30 (+8 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Shockraptor the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 57% Changes resistances: +12% acid / +29% fire / +9% cold Changes resistances penetration: +25% lightning Changes damage: +18% lightning / +6% fire A cap made of leather. |
elven-silk wizard hat 'Gloraldama' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Cun / +16 Mag Changes resistances: +15% lightning / +18% fire / +30% nature / +18% darkness Changes damage: +20% nature Spell save: +18 (+6 eff.) A pointy cloth hat, very wizardly... |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
2438 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flamestrike (dig speed 6 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% acid / +7% darkness / +12% fire / +5% arcane / +18% cold / +13% nature / +6% light Changes damage: +10% fire / +11% mind / +8% nature Mental save: +13 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Frozenmight' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +37 (+7 eff.) Armour penetration: +5 Changes stats: +6 Str / +3 Con Changes resistances: +4% physical Changes resistances penetration: +30% cold Changes damage: +21% blight / +30% cold Physical save: +9 (+4 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Aerenne the MorningobsidianInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce all saves and defense by 34 Changes stats: +17 Wil Changes resistances: +12% mind Changes damage: +18% arcane Mental save: +11 (+3 eff.) Vim when firing critical spell: +2.63 Maximum mana: +131.53 Spellpower: +25 (+4 eff.) Spell crit. chance: +6% Mindpower: +12 (+3 eff.) Mental crit. chance: +9% Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
EmyraPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +14 (+2 eff.) Damage when hit (Melee): 27 fire Changes stats: +4 Cun / +10 Mag Changes resistances: +10% fire Changes resistances penetration: +10% blight / +15% all Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Physical save: +20 (+9 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+5 eff.) Maximum hate: +4.00 Spellpower: +17 (+3 eff.) Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
GlimmerpunishPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +9 (+2 eff.) Changes stats: +3 Con / +7 Wil Changes resistances: +11% blight / +3% cold / +27% light / +5% arcane Changes damage: +12% cold / +15% darkness / +9% light Damage affinity(heal): +5% darkness Critical mult.: +19.00% Life regen: +16.00 Light radius: +13 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 5.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 635.81 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Saluldassra the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 17 fire Changes stats: +7 Mag Changes resistances: +11% blight / +7% fire / +8% darkness Changes damage: +6% blight Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +7 Infravision radius: +5 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 33 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused 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 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 429.16 darkness damage (based on Mindpower and charge) Activation costs 10 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. |
dunnoPowered by arcane forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce all saves and defense by 34 Damage when hit (Melee): 30 fire Changes stats: +16 Mag Changes resistances: +10% temporal / +18% darkness / +9% fire / +5% arcane / +10% cold Changes damage: +12% arcane Spellpower: +30 (+5 eff.) Light radius: +9 Defense after a teleport: +20 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Arcknave'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +28 Defense: +20 (+4 eff.) Changes resistances: +6% lightning / +3% physical Changes resistances penetration: +29% all Reduces incoming crit damage: 17.75% Physical save: +38 (+15 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+5 eff.) Poison immunity: +23% Pinning immunity: +23% Light radius: +9 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
71 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
17 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1161.26 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Daimaldil the Strikewarden [power 465] (7/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +2 Dex / +7 Mag / +8 Cun Changes resistances: +12% temporal Changes resistances penetration: +25% lightning / +20% temporal Changes damage: +9% temporal Infravision radius: +3 It can be used to blast the opponent's mind dealing 604 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Kilnslicer [power 4] (7/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +6% fire Critical mult.: +20.00% Mindpower: +30 (+8 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 30% for 2 turns. * Increase all damage penetration by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Dazzlekill' [power 5] (7/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 11 light Changes stats: +4 Str / +9 Dex / +6 Wil Changes resistances: +12% light Changes damage: +21% nature Reduces incoming crit damage: 17.43% Infravision radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of healing 'Urigen' [power 434] (7/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +7% physical / +12% blight / +12% mind / +9% nature Mental save: +12 (+3 eff.) Blindness immunity: +24% Healing mod.: +24% It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing elven-wood totem of healing [power 410] (7/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
23 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
24 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By advblade the Cornac Adventurer level 35
58th Dusk 122nd year of Ascendancy at 23:06 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By advblade the Cornac Adventurer level 35
53rd Dusk 122nd year of Ascendancy at 23:52 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By advblade the Cornac Adventurer level 32
37th Dusk 122nd year of Ascendancy at 13:20 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By advblade the Cornac Adventurer level 50
49th Regrowth 123rd year of Ascendancy at 02:52 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By advblade the Cornac Adventurer level 50
52nd Dusk 123rd year of Ascendancy at 10:58 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By advblade the Cornac Adventurer level 44
29th Haze 122nd year of Ascendancy at 21:00 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By advblade the Cornac Adventurer level 39
72nd Dusk 122nd year of Ascendancy at 02:39 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By advblade the Cornac Adventurer level 17
2nd Flare 122nd year of Ascendancy at 04:44 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By advblade the Cornac Adventurer level 50
71st Regrowth 123rd year of Ascendancy at 12:12 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By advblade the Cornac Adventurer level 43
27th Haze 122nd year of Ascendancy at 00:36 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By advblade the Cornac Adventurer level 38
68th Dusk 122nd year of Ascendancy at 10:26 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By advblade the Cornac Adventurer level 50
5th Mirth 123rd year of Ascendancy at 21:27 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By advblade the Cornac Adventurer level 35
49th Dusk 122nd year of Ascendancy at 23:22 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By advblade the Cornac Adventurer level 50
42nd Regrowth 123rd year of Ascendancy at 02:03 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By advblade the Cornac Adventurer level 23
16th Dusk 122nd year of Ascendancy at 19:28 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By advblade the Cornac Adventurer level 50
8th Flare 123rd year of Ascendancy at 04:49 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By advblade the Cornac Adventurer level 50
33rd Regrowth 123rd year of Ascendancy at 02:14 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By advblade the Cornac Adventurer level 50
10th Regrowth 123rd year of Ascendancy at 18:52 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By advblade the Cornac Adventurer level 35
53rd Dusk 122nd year of Ascendancy at 16:00 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By advblade the Cornac Adventurer level 50
49th Regrowth 123rd year of Ascendancy at 04:36 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By advblade the Cornac Adventurer level 47
45th Haze 122nd year of Ascendancy at 05:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By advblade the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 01:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By advblade the Cornac Adventurer level 20
10th Flare 122nd year of Ascendancy at 15:39 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By advblade the Cornac Adventurer level 30
33rd Dusk 122nd year of Ascendancy at 06:28 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By advblade the Cornac Adventurer level 40
76th Dusk 122nd year of Ascendancy at 08:44 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By advblade the Cornac Adventurer level 50
57th Haze 122nd year of Ascendancy at 05:07 see stats
Lucky Girl (Insane (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By advblade the Cornac Adventurer level 41
16th Haze 122nd year of Ascendancy at 01:52 see stats
Now, this is impressive! (Insane (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By advblade the Cornac Adventurer level 50
60th Dusk 123rd year of Ascendancy at 14:28 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By advblade the Cornac Adventurer level 50
17th Regrowth 123rd year of Ascendancy at 13:24 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By advblade the Cornac Adventurer level 46
37th Haze 122nd year of Ascendancy at 05:05 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By advblade the Cornac Adventurer level 48
46th Haze 122nd year of Ascendancy at 11:37 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By advblade the Cornac Adventurer level 21
3rd Dusk 122nd year of Ascendancy at 19:24 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By advblade the Cornac Adventurer level 35
49th Dusk 122nd year of Ascendancy at 23:22 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By advblade the Cornac Adventurer level 33
40th Dusk 122nd year of Ascendancy at 23:12 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By advblade the Cornac Adventurer level 33
47th Dusk 122nd year of Ascendancy at 10:04 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By advblade the Cornac Adventurer level 19
10th Flare 122nd year of Ascendancy at 11:38 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By advblade the Cornac Adventurer level 38
68th Dusk 122nd year of Ascendancy at 11:45 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By advblade the Cornac Adventurer level 50
42nd Regrowth 123rd year of Ascendancy at 02:01 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By advblade the Cornac Adventurer level 35
53rd Dusk 122nd year of Ascendancy at 23:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By advblade the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 00:46 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By advblade the Cornac Adventurer level 35
53rd Dusk 122nd year of Ascendancy at 23:52 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By advblade the Cornac Adventurer level 50
3rd Summertide 123rd year of Ascendancy at 14:16 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By advblade the Cornac Adventurer level 50
42nd Regrowth 123rd year of Ascendancy at 02:03 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By advblade the Cornac Adventurer level 39
75th Dusk 122nd year of Ascendancy at 10:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By advblade the Cornac Adventurer level 10
5th Mirth 122nd year of Ascendancy at 19:53 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By advblade the Cornac Adventurer level 41
14th Haze 122nd year of Ascendancy at 14:37 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By advblade the Cornac Adventurer level 26
27th Dusk 122nd year of Ascendancy at 04:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By advblade the Cornac Adventurer level 15
1st Summertide 122nd year of Ascendancy at 16:35 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By advblade the Cornac Adventurer level 50
60th Dusk 123rd year of Ascendancy at 14:17 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By advblade the Cornac Adventurer level 31
35th Dusk 122nd year of Ascendancy at 19:33 see stats
Well trained (Insane (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By advblade the Cornac Adventurer level 50
24th Regrowth 123rd year of Ascendancy at 17:43 see stats
Log
Training Dummy is not dazed anymore.
Advblade's spell attains critical power!
advblade performs a melee critical strike against Training Dummy!
Advblade casts Lightning.
Advblade's spell attains critical power!
Advblade casts Lightning.
Advblade's spell attains critical power!
Advblade casts Lightning.
Advblade's spell attains critical power!
Advblade casts Nova.
Advblade's spell attains critical power!
Advblade casts Lightning.
Advblade's spell attains critical power!
advblade performs a melee critical strike against Training Dummy!
Advblade casts Lightning.
Advblade's spell attains critical power!
Training Dummy is dazed!
advblade receives 275 healing from Blood Splash.
advblade hits Training Dummy for 479 arcane, 1540 physical, 206 lightning, 177 lightning, 366 fire, 19607 lightning, 596 blight, 177 lightning, 14299 lightning, 366 fire, 12402 lightning, 1999 lightning, 225 arcane, 61 lightning, 127 fire, 8927 lightning, 1799 arcane, 177 lightning, 366 fire, 25946 lightning, 650 arcane (90504 total damage).
Training Dummy is not dazed anymore.
Advblade casts Lightning.
Advblade's spell attains critical power!
Advblade's spell attains critical power!
Advblade's spell attains critical power!
Advblade's Beyond the Flesh hits Training Dummy for 227 physical, 170 lightning, 351 fire, 17450 lightning (18199 total damage).
Thunderstorm hits Training Dummy for 520 lightning damage.
Hymn of Detection hits Training Dummy for 571 darkness damage.
Advblade vanishes from sight.
The furious lightning storm around advblade calms down and disappears.















































































































































































