Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Another Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Updated to fix some issues with tradewind rider's fix Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Stealth Transmo 1.7.0Modifies certain quest artifacts so that using them while no hostiles are in line of sight does not break stealth. Currently supported:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Sun Paladin (Fallen) |
Level / Exp | 50 / 3266% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 100 (base 62) |
Dexterity | 70 (base 60) |
Constitution | 43 (base 15) |
Magic | 119 (base 62) |
Willpower | 31 (base 8) |
Cunning | 58 (base 38) |
Resources
Life | 1523/1523 |
Mana | 583/583 |
Hate | 99/100 |
Positive | 117/117 |
Healing Factor | 2.0797742564937 |
Regeneration | 67.62715165402 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -3.0198066269804E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 7 |
Offense: Mainhand
Damage | 123 |
Accuracy | 64 |
Crit Chance | 88% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 64 |
Crit Chance | 91% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 98 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Physical | +161% |
Darkness | +30% |
Light | +33% |
Temporal | +56% |
Nature | +27% |
Arcane | +79% |
Cold | +36% |
All | +24% |
Offense: Damage Penetration
Physical | +77% |
Nature | +35% |
Light | +5% |
Temporal | +15% |
Blight | +10% |
Arcane | +96% |
Cold | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 39 |
Mental Save | 40 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 42%( 70%) |
All | + 36%( 70%) |
Darkness | + 70%( 70%) |
Light | + 78%( 80%) |
Temporal | + 49%( 70%) |
Physical | + 64%( 70%) |
Fire | + 48%( 70%) |
Mind | + 40%( 70%) |
Defense: Immunities
Pinning Resistance | 32% |
Disarm Resistance | 100% |
Confusion Resistance | 10% |
Silence Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 70 up to 9 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 252 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 330.62 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 258.04 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 17 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
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Celestial / Darkside | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Dark Sun | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Dirge of Famine |
talent | Blood Bath |
talent | Second Life |
talent | Singularity Armor |
beneficial effect | The target's spellpower has been increased by 85. Spellsurge |
beneficial effect | The target is surrounded by a magical shield, absorbing 1323/1331 damage before it crumbles. Damage Shield |
beneficial effect | Gain 15% all damage and 10% all res. Empowered by the shadows |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by orc soldier. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by Gliwen the black jelly. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the temporal explorer from death by Nerama the orc summoner. Escort: temporal explorer (level 6 of Dreadfell) | 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 Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3794. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 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 within20 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frozenserpent (0 def, 5 armour) Frozenserpent (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 cold Changes stats: +5 Mag Changes resistances: +9% cold Changes resistances penetration: +10% nature / +20% cold Changes damage: +12% cold Life regen: +11.00 Spellpower: +12 (+2 eff.) Lowers spell cool-downs by: 10% Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 1037 alchemist agate 1037 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. |
Light source | DĂșathedlen Heart DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 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. |
On head | drakeskin leather cap 'Ashpain' (0 def, 5 armour) drakeskin leather cap 'Ashpain' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 13 fire Changes stats: +7 Wil Changes resistances: +18% fire / +26% light / +18% darkness Changes resistances penetration: +33% arcane Spellpower on spell critical (stacks up to 3 times): +13 Maximum vim: +66.90 Spell crit. chance: +11% A cap made of leather. |
On hands | Ivyriba the drakeskin leather gloves (0 def, 3 armour) Ivyriba the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +18.0% Armour: +3 Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +27% arcane Critical mult.: +13.00% Physical save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +50% Mana each turn: +0.38 Spellpower: +10 (+2 eff.) Spell crit. chance: +25% Mental crit. chance: +17% When used to modify unarmed attacks: Power: 140% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +10 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | voratun pickaxe 'Belolle' (dig speed 23 turns) voratun pickaxe 'Belolle' (dig speed 23 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 8 arcane Changes stats: +6 Str Changes resistances penetration: +22% physical Changes damage: +3% arcane Critical mult.: +5.00% Disease immunity: +20% Vim when firing critical spell: +1.00 Spellpower: +5 (+1 eff.) Lowers spell cool-downs by: 10% Mindpower: +10 (+3 eff.) Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Xyredhewyn the Rotsear Xyredhewyn the RotsearInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +6% acid / +13% physical Changes resistances penetration: +25% nature / +25% physical Changes damage: +22% physical Stamina each turn: +3.00 Rings make your fingers look great! |
On fingers | Ivolle the voratun ring Ivolle 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.) Physical power: +20 (+4 eff.) Changes stats: +3 Str / +8 Mag / +3 Wil / +7 Cun / +3 Con Silence immunity: +50% Disarm immunity: +46% Pinning immunity: +32% Knockback immunity: +50% Mana each turn: +0.25 Maximum life: +45.00 Spellpower: +15 (+3 eff.) Rings make your fingers look great! |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes stats: +15 Con Changes resistances: +10% blight / +4% all Damage affinity(heal): +15% nature Stun/Freeze immunity: +90% Life regen: +2.00 Healing mod.: +30% Amulets make your neck look great! |
In main hand | dragonbone magestaff 'Layatta' (136% power, 6 apr, physical element) dragonbone magestaff 'Layatta' (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +34.00% Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -40.00 life Spellpower: +15 (+3 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
Around waist | drakeskin leather belt 'Polalle' drakeskin leather belt 'Polalle'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 39 Damage when hit (Melee): 6 arcane / 2 blight Changes resistances penetration: +10% blight / +20% physical Changes damage: +6% temporal / +25% physical Critical mult.: +15.00% Life regen: +2.50 Healing mod.: +24% A belt that goes around your waist. |
In off hand | Erelokan the Glarebreak (135% power, 9 apr) Erelokan the Glarebreak (135% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +16 nature Damage (radius 2) on crit: +8 light When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Physical crit. chance: +21.0% Physical power: +12 (+3 eff.) Defense: +6 (+3 eff.) Changes resistances: +9% light Changes resistances penetration: +5% light Changes damage: +3% nature / +9% light Critical mult.: +23.00% Disarm immunity: +35% Sharp, short and deadly. |
Cloak | elven-silk cloak 'Sootzephyr' (3 def, 0 armour) elven-silk cloak 'Sootzephyr' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +38% darkness / +20% temporal Changes resistances penetration: +38% arcane Changes damage: +6% darkness / +25% arcane Critical mult.: +24.00% Maximum mana: +84.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +13% Defense after a teleport: +23 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Chalikor the elven-silk robe (0 def, 0 armour) Chalikor the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Wil / +11 Mag Changes resistances: +5% arcane / +30% physical / +6% mind / +15% all Changes resistances penetration: +15% temporal / +25% arcane / +10% physical Changes damage: +26% temporal / +60% physical Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +18 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the titan (speed 630%; cd 10) movement infusion of the titan (speed 630%; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (274.00 temporal damage, removed from time 4 turns) Rune of the Rift (274.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 427.44 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 57; blocks 4; dur 4; cd 17) stormshield rune (threshold 57; blocks 4; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 42; blocks 5; dur 4; cd 14) stormshield rune of the titan (threshold 42; blocks 5; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 5 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Beisadan the copper amulet Beisadan the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +12 Changes stats: +3 Dex / +4 Wil See invisible: +9 Amulets make your neck look great! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Frozenqueller the gold amulet Frozenqueller the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +16 Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +2 Str / +4 Mag / +3 Con Changes resistances: +9% cold Changes resistances penetration: +25% cold Changes damage: +6% darkness / +6% temporal / +7% light / +7% physical Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. GlintwakeGlintwake Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +37 (+13 eff.) Changes stats: +5 Str / +5 Mag Changes resistances: +21% light Critical mult.: +24.98% Mana each turn: +0.50 Mana when firing critical spell: +2.50 Vim when firing critical spell: +2.50 Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +52.00 Light radius: +4 Damage Shield penetration: +37% Amulets make your neck look great! |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +8 Dex / +8 Cun / +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +20% lightning Damage affinity(heal): +20% lightning Reduces incoming crit damage: 23.00% Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
Ragodunakan the gold amulet Ragodunakan the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +30 (+6 eff.) Defense: +15 (+6 eff.) Changes stats: +6 Str / +7 Con Changes resistances penetration: +25% physical Stamina each turn: +3.00 Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand 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: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (198). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
Torentir TorentirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Wil Changes resistances: +12% fire / +13% cold Critical mult.: +10.00% Mana each turn: +0.04 Mental crit. chance: +1% Damage Shield penetration: +10% Amulets make your neck look great! |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal 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. |
Dazzlebearer the voratun ring Dazzlebearer the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+6 eff.) Fatigue: -8% Changes stats: +7 Cun Changes resistances: +12% nature / +17% blight Changes resistances penetration: +10% blight / +15% light Changes damage: +9% light / +3% blight Maximum encumbrance: +25 Poison immunity: +30% Disease immunity: +30% Rings make your fingers look great! |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +28 (+10 eff.) Changes stats: +9 Cun / +1 Con Changes resistances: +25% acid / +4% physical / +25% cold / +23% fire / +56% lightning Changes resistances penetration: +5% lightning / +5% physical Changes damage: +17% lightning Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper citrine ring copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Light radius: +4 Infravision radius: +4 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
copper ring 'Polybrevena' copper ring 'Polybrevena'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 acid Changes stats: +3 Str Changes resistances penetration: +5% acid Changes damage: +15% acid Rings make your fingers look great! |
gladiator's steel ring of sensing gladiator's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Con Blindness immunity: +25% Infravision radius: +3 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
gold quartz ring gold quartz ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +12 Mag / +12 Wil / +4 Cun Changes resistances: +16% blight Changes damage: +16% blight Mental save: +3 (+1 eff.) Stun/Freeze immunity: +30% Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Spellpower: +18 (+3 eff.) Mindpower: +25 (+8 eff.) Rings make your fingers look great! |
pixie's steel ring of misery pixie's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 30 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 10 physical Changes stats: +4 Cun / +3 Mag Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Spellpower: +8 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of lightning (+22%) rogue's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
savior's copper ring of arcana (+0.10/turn) savior's copper ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
steel ring 'Turolathadan' steel ring 'Turolathadan'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +4 Physical power: +10 (+2 eff.) Changes stats: +3 Con Changes resistances: +24% nature Changes damage: +12% nature / +12% physical Only die when reaching: -60.00 life Rings make your fingers look great! |
stralite fire opal ring stralite fire opal ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +3 Cun / +5 Mag Changes damage: +10% all Spellpower: +13 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
stralite fire opal ring stralite fire opal ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +20% acid / +20% fire / +18% lightning / +22% cold Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
stralite ring 'Darkobeisance' stralite ring 'Darkobeisance'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 8 fire Changes stats: +6 Mag / +7 Wil / +5 Cun Changes resistances: +42% darkness Changes resistances penetration: +5% darkness Changes damage: +21% darkness / +3% fire Spell save: +12 (+4 eff.) Mindpower: +12 (+4 eff.) Rings make your fingers look great! |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of perseverance titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Stun/Freeze immunity: +26% Life regen: +2.00 Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +21% acid / +25% fire / +28% lightning / +30% cold Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% nature / +12% blight Poison immunity: +23% Disease immunity: +19% Stun/Freeze immunity: +60% Rings make your fingers look great! |
Blazebane the dwarven-steel dagger (112% power, 7 apr) Blazebane the dwarven-steel dagger (112% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 112% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +20 lightning / +33 temporal / +20 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes resistances: +21% lightning / +13% temporal / +9% mind Changes resistances penetration: +10% temporal Sharp, short and deadly. |
Coallord the dwarven-steel dagger (119% power, 7 apr) Coallord the dwarven-steel dagger (119% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 120% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 temporal Damage (radius 2) on crit: +12 darkness / +8 mind When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +3 Con Changes resistances penetration: +15% temporal / +9% physical Changes damage: +6% temporal Disarm immunity: +19% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
Cyrydawyn the steel dagger (105% power, 6 apr) Cyrydawyn the steel dagger (105% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 147 damage When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +4 Dex / +5 Con Changes resistances penetration: +25% physical Spell save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Sharp, short and deadly. |
Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 25.87 acid and 25.87 blight damage. If not cleared after five turns it will inflict 146.89 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
voratun dagger 'Burnbearer' (161% power, 9 apr) voratun dagger 'Burnbearer' (161% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 162% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 39 Damage (radius 2) on crit: +34 lightning / +19 cold When wielded/worn: Accuracy: +25 (+6 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 39 Changes stats: +7 Str Changes resistances: +6% blight / +15% fire Changes resistances penetration: +25% lightning / +5% fire / +21% cold Changes damage: +15% physical Movement speed: +42% Sharp, short and deadly. |
warbringer's dwarven-steel dagger of ruin (115% power, 7 apr) warbringer's dwarven-steel dagger of ruin (115% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Critical mult.: +22.00% Disarm immunity: +21% Sharp, short and deadly. |
Spellblade (161% power, 0 apr) Spellblade (161% power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
iron longsword of phasing (102% power, 7 apr) iron longsword of phasing (102% power, 7 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Sharp, long, and deadly. |
steel mace 'Goradotar' (109% power, 3 apr) steel mace 'Goradotar' (109% power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +7% Living When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +6 (+1 eff.) Defense: +6 (+3 eff.) Changes stats: +2 Mag / +1 Cun / +2 Con Changes resistances penetration: +5% physical Changes damage: +3% arcane Disarm immunity: +38% Mana each turn: +0.04 Psi when hit: +0.04 Blunt and deadly. |
vined mindstar 'Shadowmight' (81% power, 18 apr, nature damage) vined mindstar 'Shadowmight' (81% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 25% Changes stats: +8 Wil Changes resistances: +13% mind / +9% cold Talent granted: +1 Attune Mindstar Spell save: +9 (+3 eff.) Mental save: +4 (+2 eff.) Psi each turn: +0.60 Maximum psi: +19.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Shield penetration: +30% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% 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: 172% 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 (+8 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." |
Erelayalar the dragonbone starstaff (136% power, 6 apr, physical element) Erelayalar the dragonbone starstaff (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +7 (+3 eff.) Changes resistances: +5% arcane Maximum wards: +2 physical / +2 temporal / +2 darkness / +2 light Changes resistances penetration: +15% arcane Changes damage: +30% temporal / +30% darkness / +30% physical / +6% mind / +30% light Talents granted: +3 Ward +1 Command Staff Mental save: +15 (+5 eff.) Mana each turn: +0.27 Maximum mana: +69.00 Maximum hate: +6.00 Spellpower: +26 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Noonraze the dragonbone vilestaff (136% power, 6 apr, darkness element) Noonraze the dragonbone vilestaff (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 62 fire Changes resistances: +12% light / +6% temporal Changes damage: +12% light / +3% cold / +30% darkness / +9% temporal Talent granted: +1 Command Staff Critical mult.: +62.00% Spellpower: +30 (+5 eff.) Spell crit. chance: +17% See invisible: +24 Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) 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 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (143% power, 0 apr, fire element) Telos's Staff (Top Half) (143% power, 0 apr, fire element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Thundervalor (136% power, 6 apr, darkness element) Thundervalor (136% power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 23 arcane resource burn Changes stats: +13 Con Changes resistances: +6% lightning / +6% blight Changes resistances penetration: +15% nature Changes damage: +12% lightning / +30% darkness Talent granted: +1 Command Staff Life regen: +3.90 Spellpower: +31 (+6 eff.) Spell crit. chance: +5% Healing mod.: +51% Staves designed for wielders of magic, by the greats of the art. |
Woevalor (129% power, 5 apr, physical element) Woevalor (129% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 darkness Changes resistances: +3% temporal Changes resistances penetration: +15% darkness Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +13% Talent on hit(spell): Moonlight Ray (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Teregodil' (151% power, 6 apr, arcane element) dragonbone magestaff 'Teregodil' (151% power, 6 apr, arcane 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: Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Changes stats: +6 Dex / +3 Mag Changes resistances penetration: +10% mind Changes damage: +41% arcane / +6% mind Talent granted: +1 Command Staff Psi when hit: +0.12 Maximum hate: +4.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +5% Talent on hit(spell): Soul Rot (10% chance level 6). Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Galebore the stralite waraxe (138% power, 5 apr)Galebore the stralite waraxe (138% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 lightning Damage (radius 2) on crit: +73 fire When wielded/worn: Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +9% darkness / +9% acid Changes resistances penetration: +21% fire Changes damage: +12% cold Infravision radius: +4 Global speed: +8% One-handed war axes. |
Betomissra the Dazzlepain Betomissra the DazzlepainInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +1 Dex Changes resistances: +3% light / +6% cold Changes resistances penetration: +15% light Physical save: +7 (+2 eff.) Poison immunity: +10% Maximum life: +80.00 Mindpower: +2 (+0 eff.) A belt that goes around your waist. |
Ce'Nith the drakeskin leather belt Ce'Nith the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +22 (+5 eff.) Fatigue: -10% Changes resistances: +6% light / +9% mind / +3% nature Maximum encumbrance: +57 Spell save: +45 (+15 eff.) Life regen: +2.00 Only die when reaching: -20.00 life Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +2 A belt that goes around your waist. |
Cuthindur the rough leather belt Cuthindur the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal / +5% arcane Physical save: +3 (+1 eff.) Confusion immunity: +10% Stamina each turn: +3.00 A belt that goes around your waist. |
Gloomhash GloomhashPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Fatigue: -8% Changes stats: +6 Dex Changes resistances: +2% physical Changes resistances penetration: +5% darkness / +10% physical Maximum encumbrance: +38 Physical save: +18 (+6 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Stormglean StormgleanPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 2 lightning Changes resistances: +3% lightning / +8% fire / +3% temporal / +10% cold Changes resistances penetration: +15% temporal Changes damage: +12% temporal Critical mult.: +8.00% Maximum encumbrance: +33 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Unrathel the drakeskin leather belt Unrathel the drakeskin leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +11 Changes stats: +4 Wil Changes damage: +6% mind Critical mult.: +15.00% Physical save: +9 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +3 (+1 eff.) Mindpower: +13 (+4 eff.) Size category: +1 It can be used to create a temporary shield that absorbs 236 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
rough leather belt 'Unreralen' rough leather belt 'Unreralen'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% fire / +6% cold Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of magery spiritwalker's drakeskin leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +15 Mag / +7 Wil Mana each turn: +0.40 Maximum mana: +45.00 Spell crit. chance: +4% A belt that goes around your waist. |
Aeryldana the linen cloak (1 def, 0 armour) Aeryldana the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Str / +1 Con Changes resistances penetration: +15% physical Critical mult.: +5.00% Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elyssra (1 def, 0 armour) Elyssra (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +6% mind Changes damage: +3% mind Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galirim (1 def, 0 armour) Galirim (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% temporal / +1% physical Physical save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Poison immunity: +10% Teleport immunity: +20% Only die when reaching: -50.00 life Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islynor (2 def, 0 armour) Islynor (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +7 Wil / +2 Cun / +6 Con Changes resistances: +6% temporal Changes resistances penetration: +10% arcane Changes damage: +10% arcane Critical mult.: +19.00% Reduces incoming crit damage: 10.00% Maximum mana: +66.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lavasmasher the linen cloak (6 def, 0 armour) Lavasmasher the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +12% fire Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+6 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+4 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Splendourraze the elven-silk cloak (3 def, 0 armour) Splendourraze the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +8% acid / +9% temporal / +18% darkness / +9% light / +8% cold / +8% lightning / +9% fire Changes resistances penetration: +20% darkness Changes damage: +17% darkness / +3% temporal Stealth bonus: +24 Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Woearc the cashmere cloak (2 def, 6 armour) Woearc the cashmere cloak (2 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes resistances: +6% mind / +9% cold Changes resistances penetration: +10% darkness Reduces incoming crit damage: 10.00% Physical save: +10 (+3 eff.) Mental save: +7 (+3 eff.) Only die when reaching: -110.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 391.16 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
cashmere cloak 'Obsidianquench' (2 def, 0 armour) cashmere cloak 'Obsidianquench' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +2 (+1 eff.) Damage when hit (Melee): 6 blight Changes stats: +3 Str / +3 Con Changes resistances penetration: +15% blight / +20% physical Changes damage: +9% darkness / +18% physical Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of backstabbing (1 def, 0 armour) linen cloak of backstabbing (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Defense: +1 (+1 eff.) Critical mult.: +11.00% Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour) spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +2 Wil Spell save: +6 (+2 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerigodig the cashmere robe (0 def, 0 armour) Aerigodig the cashmere robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +9 Mag / +4 Wil / +3 Cun Changes resistances: +9% fire / +11% all Changes resistances penetration: +9% temporal / +8% physical Changes damage: +9% light / +15% temporal / +12% darkness / +13% physical Silence immunity: +36% Disarm immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+3 eff.) Spell crit. chance: +7% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frigidcutter the cashmere robe (0 def, 0 armour) Frigidcutter the cashmere robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +4 Wil / +8 Mag Changes resistances: +9% lightning / +1% physical / +18% light / +11% all Changes resistances penetration: +10% temporal / +7% physical Changes damage: +13% arcane / +26% temporal / +12% light / +8% physical Physical save: +9 (+3 eff.) Disease immunity: +20% Maximum mana: +31.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kindleblack (0 def, 0 armour) Kindleblack (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Con Changes resistances: +8% blight / +22% darkness / +9% all Changes damage: +15% darkness / +7% nature / +6% light Poison immunity: +25% Disease immunity: +24% Life regen: +2.00 Mana when firing critical spell: +1.00 Maximum life: +42.00 Spellpower: +10 (+2 eff.) Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe (0 def, 0 armour) shimmering linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +11% arcane Maximum mana: +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed linen robe of alchemy (3 def, 4 armour) sunsealed linen robe of alchemy (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+2 eff.) Changes stats: +4 Mag Changes resistances: +11% acid / +11% physical / +5% light / +11% cold / +10% fire / +6% darkness / +7% all Changes damage: +5% acid / +5% physical / +5% light / +5% fire / +5% cold Talent cooldown: Refit Golem (-2 turns) Maximum life: +30.00 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bokuneg (0 def, 5 armour) Bokuneg (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Str / +2 Mag / +5 Wil Changes resistances: +6% fire / +7% cold Life regen: +18.00 Light radius: +3 Healing mod.: +29% A pair of boots made of leather. |
Dimvortex the pair of voratun boots (0 def, 5 armour) Dimvortex the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +5 Cun / +4 Wil Changes damage: +27% darkness Physical save: +13 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +8 (+3 eff.) Life regen: +18.00 Healing mod.: +34% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Grineregorand (0 def, 1 armour) Grineregorand (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +1 Changes damage: +6% arcane / +6% blight Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +25 (+5 eff.) A pair of boots made of leather. |
Relgufast the pair of dwarven-steel boots (0 def, 4 armour) Relgufast the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Dex / +2 Mag / +3 Cun / +2 Con Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Stamina each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +6 Maximum stamina: +27.00 Spellpower: +10 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Xetta (0 def, 1 armour) Xetta (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: -5% Changes resistances: +3% acid Changes damage: +9% physical Maximum encumbrance: +24 Physical save: +7 (+2 eff.) Cut immunity: +20% Only die when reaching: -20.00 life A pair of boots made of leather. |
pair of drakeskin leather boots 'Khelyldir' (12 def, 5 armour) pair of drakeskin leather boots 'Khelyldir' (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+5 eff.) Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +7% lightning / +14% temporal / +3% darkness Reduces incoming crit damage: 15.00% Blindness immunity: +20% Knockback immunity: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Noonransom' (16 def, 5 armour) pair of drakeskin leather boots 'Noonransom' (16 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+6 eff.) Damage when hit (Melee): 4 light Changes stats: +4 Cun / +5 Wil Changes damage: +12% light / +21% fire Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Spellpower: +5 (+1 eff.) Light radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of rough leather boots 'Yvyrin' (20 def, 1 armour) pair of rough leather boots 'Yvyrin' (20 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Armour: +1 Defense: +20 (+8 eff.) Changes resistances penetration: +20% physical Critical mult.: +15.00% Maximum stamina: +10.00 Movement speed: +25% A pair of boots made of leather. |
pair of voratun boots 'Ragadrayon' (5 def, 5 armour) pair of voratun boots 'Ragadrayon' (5 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Fatigue: +4% Changes stats: +8 Mag / +5 Wil / +3 Cun / +10 Con Changes resistances: +3% blight Changes resistances penetration: +9% physical Changes damage: +9% acid / +9% blight Physical save: +23 (+7 eff.) Mental save: +29 (+10 eff.) Blindness immunity: +10% Disease immunity: +32% Disarm immunity: +20% Spellpower: +10 (+2 eff.) Mindpower: +7 (+2 eff.) Healing mod.: +5% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of speed (0 def, 1 armour) traveler's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Movement speed: +25% A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of invasion (0 def, 4 armour) undeterred pair of dwarven-steel boots of invasion (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +8% physical Silence immunity: +34% Confusion immunity: +31% Stun/Freeze immunity: +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of evasion (8 def, 3 armour) undeterred pair of hardened leather boots of evasion (8 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +8 (+4 eff.) Silence immunity: +37% Confusion immunity: +30% Stun/Freeze immunity: +30% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
wanderer's pair of hardened leather boots of spellbinding (0 def, 3 armour) wanderer's pair of hardened leather boots of spellbinding (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +4 Cun / +3 Con Physical save: +14 (+4 eff.) Mental save: +15 (+5 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Siliribeth the dwarven-steel gauntlets (0 def, 2 armour) Siliribeth the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Physical power: +30 (+6 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +8% darkness / +2% physical Stamina each turn: +1.00 Infravision radius: +3 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +10 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 312.97 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
heroic voratun gauntlets of war-making (0 def, 8 armour) heroic voratun gauntlets of war-making (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +8 Fatigue: +5% Critical mult.: +15.00% Mental save: +9 (+3 eff.) Maximum life: +64.00 Spell crit. chance: +14% Mental crit. chance: +14% When used to modify unarmed attacks: Power: 152% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +15 Crit. chance: +16.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) polar dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 cold Changes stats: +2 Dex Changes resistances: +5% cold Changes damage: +3% cold When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +5 ice Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Blizzardhacker' (0 def, 3 armour) voratun gauntlets 'Blizzardhacker' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Damage (Melee): 11 lightning / 11 cold / 15 acid Changes resistances: +8% lightning / +6% temporal / +3% light / +12% cold / +8% acid Changes resistances penetration: +25% cold Changes damage: +9% lightning / +5% cold / +7% acid When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +12 ice / +10 acid / +11 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Bokaregund the iron helm (0 def, 9 armour) Bokaregund the iron helm (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +2 Str / +2 Mag / +2 Wil Changes resistances penetration: +15% physical Changes damage: +3% blight Mental save: +7 (+3 eff.) Mana when firing critical spell: +2.00 Only die when reaching: -80.00 life Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chaleruigrim the Daypunish (0 def, 5 armour) Chaleruigrim the Daypunish (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +9 Lck / +6 Wil Changes damage: +21% light / +9% arcane Spell save: +9 (+3 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +4% Mental crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Elida (0 def, 3 armour) Elida (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% nature / +6% temporal Poison immunity: +20% Silence immunity: +20% Stamina when hit: +0.90 Equilibrium when hit: +0.70 Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emuldaraba the linen wizard hat (6 def, 0 armour) Emuldaraba the linen wizard hat (6 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +6 (+3 eff.) Changes stats: +1 Dex / +3 Con Changes resistances: +11% mind Changes damage: +11% mind Only die when reaching: -80.00 life Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
Silewen the Breezequeller (0 def, 1 armour) Silewen the Breezequeller (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +6% cold Changes damage: +6% nature / +15% cold Allows you to breathe in: water A cap made of leather. |
Stokereaper (0 def, 3 armour) Stokereaper (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Str Changes resistances: +24% acid / +20% fire / +11% cold Changes resistances penetration: +28% acid Critical mult.: +20.00% Mental save: +15 (+5 eff.) Maximum stamina: +33.41 Maximum psi: +50.00 A cap made of leather. |
Winterenvy (0 def, 1 armour) Winterenvy (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Mag Changes resistances: +5% lightning / +6% temporal Changes damage: +3% cold Spell save: +3 (+1 eff.) Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spell crit. chance: +1% A cap made of leather. |
drakeskin leather cap 'Arcthorn' (0 def, 13 armour) drakeskin leather cap 'Arcthorn' (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Armour: +13 Fatigue: +5% Changes stats: +8 Str / +6 Con Changes resistances: +8% physical Changes resistances penetration: +25% lightning / +33% blight Physical save: +24 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +13 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cap made of leather. |
elven-silk wizard hat 'Cyrivena' (8 def, 4 armour) elven-silk wizard hat 'Cyrivena' (8 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Dex Changes resistances: +12% physical / +15% darkness / +19% temporal Changes damage: +20% physical / +18% darkness / +19% temporal Physical save: +15 (+5 eff.) Mana each turn: +0.29 Maximum hate: +11.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Xanirevea' (8 def, 0 armour) elven-silk wizard hat 'Xanirevea' (8 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 39 Changes stats: +16 Mag / +6 Wil Changes resistances: +6% lightning / +24% mind / +5% arcane Changes damage: +18% mind Spell save: +8 (+3 eff.) Teleport immunity: +20% Maximum life: +80.00 Spellpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
insulating rough leather cap of constitution (+3) (0 def, 1 armour) insulating rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +5% fire / +5% cold A cap made of leather. |
linen wizard hat 'Sparkwrack' (1 def, 0 armour) linen wizard hat 'Sparkwrack' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Wil Changes resistances: +16% darkness Changes resistances penetration: +10% mind / +10% lightning Changes damage: +11% darkness Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+5 eff.) A pointy cloth hat, very wizardly... |
voratun helm 'Blastspiker' (0 def, 9 armour) voratun helm 'Blastspiker' (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +21 Str / +8 Dex Changes resistances: +21% lightning / +6% fire Changes resistances penetration: +20% fire Changes damage: +3% lightning Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1226.8 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
653 alchemist agate 653 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Heatviper (dig speed 21 turns) Heatviper (dig speed 21 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Fatigue: -7% Changes stats: +16 Str / +10 Wil Changes damage: +21% fire Maximum hate: +6.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +17% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lavagrinder (dig speed 24 turns) Lavagrinder (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +6 Wil Changes resistances: +27% fire Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +4% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 220.22 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
voratun pickaxe 'Ivyna' (dig speed 8 turns) voratun pickaxe 'Ivyna' (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% fire / +10% darkness / +6% arcane Changes resistances penetration: +15% acid Changes damage: +6% arcane Mental save: +15 (+5 eff.) Lowers spell cool-downs by: 10% Mental crit. chance: +4% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald 4 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh 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? |
Satyrtide SatyrtideInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% nature Physical save: +5 (+1 eff.) Mana when firing critical spell: +1.00 Spell crit. chance: +6% Light radius: +3 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of health nightwalker's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil Critical mult.: +13.00% Maximum life: +59.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's brass lantern watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +10% Light radius: +7 See stealth: +5 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Crystal Heart 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 Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane 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 Crystal 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) 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) 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) 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) 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 Orb 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 Eye 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. |
14 bloodstone 14 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal 11 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 169% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 858.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
This item will automatically be transmogrified when you leave the level. soothing elven-wood totem of stinging [power 434] (15 cooldown)soothing elven-wood totem of stinging [power 434] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 551 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 67. Natural totems are made by powerful wilders to store nature power. |
amethyst 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Gilasus the ash wand of lightning storm [power 170] (15 cooldown) Gilasus the ash wand of lightning storm [power 170] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Dex / +3 Mag It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (210 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. * Heal for 41. * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Hailwilder' [power 212] (20 cooldown) ash wand of shielding 'Hailwilder' [power 212] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +7 Mag Changes resistances: +6% cold Changes resistances penetration: +15% arcane Changes damage: +6% arcane Critical mult.: +10.00% Spell save: +9 (+3 eff.) Spellpower: +20 (+4 eff.) It can be used to create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death 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. |
12 diamond 12 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone 12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Ardis the Ogre Sun Paladin level 38
13rd Dusk 123rd year of Ascendancy at 13:04 see stats
By Ardis the Ogre Sun Paladin level 50
49th Pyre 124th year of Ascendancy at 12:09 see stats
By Ardis the Ogre Sun Paladin level 50
77th Regrowth 125th year of Ascendancy at 11:20 see stats
By Ardis the Ogre Sun Paladin level 38
11st Dusk 123rd year of Ascendancy at 19:00 see stats
By Ardis the Ogre Sun Paladin level 44
75th Haze 123rd year of Ascendancy at 21:47 see stats
By Ardis the Ogre Sun Paladin level 50
29th Pyre 124th year of Ascendancy at 11:18 see stats
By Ardis the Ogre Sun Paladin level 50
1st Allure 125th year of Ascendancy at 00:38 see stats
By Ardis the Ogre Sun Paladin level 49
75th Regrowth 124th year of Ascendancy at 20:06 see stats
By Ardis the Ogre Sun Paladin level 42
69th Haze 123rd year of Ascendancy at 04:09 see stats
By Ardis the Ogre Sun Paladin level 26
43rd Regrowth 123rd year of Ascendancy at 17:15 see stats
By Ardis the Ogre Sun Paladin level 39
21st Haze 123rd year of Ascendancy at 18:57 see stats
By Ardis the Ogre Sun Paladin level 50
14th Haze 124th year of Ascendancy at 20:35 see stats
By Ardis the Ogre Sun Paladin level 17
47th Dusk 122nd year of Ascendancy at 21:04 see stats
By Ardis the Ogre Sun Paladin level 50
41st Dusk 124th year of Ascendancy at 10:42 see stats
By Ardis the Ogre Sun Paladin level 41
65th Haze 123rd year of Ascendancy at 00:40 see stats
By Ardis the Ogre Sun Paladin level 38
70th Dusk 123rd year of Ascendancy at 10:28 see stats
By Ardis the Ogre Sun Paladin level 50
23rd Regrowth 125th year of Ascendancy at 09:36 see stats
By Ardis the Ogre Sun Paladin level 34
67th Pyre 123rd year of Ascendancy at 19:23 see stats
By Ardis the Ogre Sun Paladin level 50
6th Regrowth 125th year of Ascendancy at 02:42 see stats
By Ardis the Ogre Sun Paladin level 50
75th Haze 124th year of Ascendancy at 17:40 see stats
By Ardis the Ogre Sun Paladin level 22
7th Decay 122nd year of Ascendancy at 09:01 see stats
By Ardis the Ogre Sun Paladin level 30
78th Regrowth 123rd year of Ascendancy at 22:33 see stats
By Ardis the Ogre Sun Paladin level 22
7th Decay 122nd year of Ascendancy at 18:01 see stats
By Ardis the Ogre Sun Paladin level 50
34th Haze 124th year of Ascendancy at 02:01 see stats
By Ardis the Ogre Sun Paladin level 50
5th Pyre 124th year of Ascendancy at 13:39 see stats
By Ardis the Ogre Sun Paladin level 32
31st Pyre 123rd year of Ascendancy at 03:47 see stats
By Ardis the Ogre Sun Paladin level 50
29th Pyre 124th year of Ascendancy at 13:18 see stats
By Ardis the Ogre Sun Paladin level 50
24th Regrowth 125th year of Ascendancy at 15:58 see stats
By Ardis the Ogre Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 14:28 see stats
By Ardis the Ogre Sun Paladin level 20
28th Haze 122nd year of Ascendancy at 11:06 see stats
By Ardis the Ogre Sun Paladin level 30
76th Regrowth 123rd year of Ascendancy at 13:21 see stats
By Ardis the Ogre Sun Paladin level 40
21st Haze 123rd year of Ascendancy at 22:07 see stats
By Ardis the Ogre Sun Paladin level 50
1st Pyre 124th year of Ascendancy at 05:57 see stats
By Ardis the Ogre Sun Paladin level 50
22nd Regrowth 125th year of Ascendancy at 06:31 see stats
By Ardis the Ogre Sun Paladin level 50
2nd Regrowth 125th year of Ascendancy at 10:55 see stats
By Ardis the Ogre Sun Paladin level 50
18th Regrowth 125th year of Ascendancy at 16:32 see stats
By Ardis the Ogre Sun Paladin level 50
31st Haze 124th year of Ascendancy at 22:05 see stats
By Ardis the Ogre Sun Paladin level 50
76th Pyre 124th year of Ascendancy at 16:38 see stats
By Ardis the Ogre Sun Paladin level 20
55th Haze 122nd year of Ascendancy at 21:14 see stats
By Ardis the Ogre Sun Paladin level 50
70th Pyre 124th year of Ascendancy at 08:45 see stats
By Ardis the Ogre Sun Paladin level 35
10th Flare 123rd year of Ascendancy at 06:12 see stats
By Ardis the Ogre Sun Paladin level 21
6th Decay 122nd year of Ascendancy at 14:16 see stats
By Ardis the Ogre Sun Paladin level 42
65th Haze 123rd year of Ascendancy at 04:01 see stats
By Ardis the Ogre Sun Paladin level 50
21st Regrowth 125th year of Ascendancy at 02:00 see stats
By Ardis the Ogre Sun Paladin level 50
19th Regrowth 125th year of Ascendancy at 19:16 see stats
By Ardis the Ogre Sun Paladin level 50
75th Haze 124th year of Ascendancy at 17:38 see stats
By Ardis the Ogre Sun Paladin level 39
78th Dusk 123rd year of Ascendancy at 19:40 see stats
By Ardis the Ogre Sun Paladin level 5
2nd Mirth 122nd year of Ascendancy at 23:30 see stats
By Ardis the Ogre Sun Paladin level 50
31st Haze 124th year of Ascendancy at 19:21 see stats
By Ardis the Ogre Sun Paladin level 23
4th Allure 123rd year of Ascendancy at 02:20 see stats
By Ardis the Ogre Sun Paladin level 50
75th Haze 124th year of Ascendancy at 17:40 see stats
By Ardis the Ogre Sun Paladin level 46
27th Regrowth 124th year of Ascendancy at 04:53 see stats
By Ardis the Ogre Sun Paladin level 12
2nd Summertide 122nd year of Ascendancy at 17:51 see stats
By Ardis the Ogre Sun Paladin level 45
8th Allure 124th year of Ascendancy at 16:42 see stats
By Ardis the Ogre Sun Paladin level 25
35th Regrowth 123rd year of Ascendancy at 02:07 see stats
By Ardis the Ogre Sun Paladin level 16
23rd Dusk 122nd year of Ascendancy at 17:57 see stats
By Ardis the Ogre Sun Paladin level 37
10th Dusk 123rd year of Ascendancy at 22:17 see stats
By Ardis the Ogre Sun Paladin level 50
15th Pyre 124th year of Ascendancy at 15:23 see stats
Log
Venom drake hits Ardis for 268 acid damage.
Bleeding from Ardis hits Venom drake for 277 physical damage.
Deep Wound from Ardis hits Venom drake for 372 physical damage.
Ardis hits Venom drake for 0 acid damage.
Ardis hits Ardis for 37 healing, 28 healing (0 total damage) [65 healing].
Ardis performs a melee critical strike against Venom drake!
Ardis performs a melee critical strike against Venom drake!
Venom drake damages himself through Martyrdom!
Melee retaliation hits Ardis for 13 acid, 13 acid (26 total damage).
Ardis hits Venom drake for 798 physical damage.
Ardis receives 83 healing.
Ardis killed Venom drake!
Ardis casts Barrier.
Ardis's spell attains critical power!
A shield forms around Ardis.
Ardis casts Sun Ray.
Ardis's spell attains critical power!
Venom drake hatchling loses sight!
Ardis's solar fury subsides.
Ardis hits Venom drake hatchling for 1218 light damage.
Ardis receives 126 healing.
Ardis performs a melee critical strike against Venom drake hatchling!
Ardis performs a melee critical strike against Venom drake hatchling!
Melee retaliation hits Ardis for (4 absorbed), 0 acid, (4 absorbed), 0 acid (0 total damage).
Ardis hits Venom drake hatchling for 861 physical, 171 light (1031 total damage).
Ardis hits Ardis for 89 healing, 18 healing (0 total damage) [106 healing].
Ardis killed Venom drake hatchling!