













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 50 / 488% |
| Size | medium |
| Lifes / Deaths | Killed by Rak'shor, Grand Necromancer of the Pride at level 50 on the 34th Regrowth 124th year of Ascendancy at 23:16 / 2Killed by Belira the orc corruptor at level 50 on the 34th Regrowth 124th year of Ascendancy at 23:21 |
Primary Stats
| Strength | 15 (base 11) |
| Dexterity | 105 (base 62) |
| Constitution | 70 (base 60) |
| Magic | 25 (base 13) |
| Willpower | 42 (base 32) |
| Cunning | 96 (base 62) |
Resources
| Mana | 600/600 |
| Equilibrium | 0 |
| Life | -139/1452 |
| Stamina | 350/397 |
| Psi | 132/132 |
| Healing Factor | 1.377279256512 |
| Regeneration | 15.494391635761 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 10 |
| See Stealth | 48.91455426921 |
| See Invisible | 48.91455426921 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 85 |
| Crit Chance | 87% |
| APR | 59 |
| Speed | 0.83 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 85 |
| Crit Chance | 87% |
| APR | 59 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +26% |
| Acid | +11% |
| Nature | +35% |
| Temporal | +38% |
| Darkness | +28% |
| Arcane | +23% |
| Cold | +36% |
| All | +8% |
Offense: Damage Penetration
| Acid | +26% |
| Light | +5% |
| Temporal | +10% |
| Blight | +15% |
| Arcane | +5% |
| Nature | +31% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 75 (100%) |
| Defense | 74 |
| Ranged Defense | 79 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 22 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 47%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 48%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 48% |
| Stun Resistance | 100% |
| Silence Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 699 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 275 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 917% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.40 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Xuyata the treant. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Cyreta the ghast. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Yvylle the treant. Escort: temporal explorer (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1835. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Falugrim the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +5 Changes stats: +4 Mag / +4 Wil Changes damage: +15% arcane Silence immunity: +29% Confusion immunity: +38% Stun/Freeze immunity: +35% Mana each turn: +0.31 Maximum mana: +46.00 Maximum vim: +30.00 Spellpower: +20 (+7 eff.) Spell crit. chance: +3% Damage Shield penetration: +20% A pair of boots made of leather. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 22 power out of 50/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Ivitira (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +8.0% Physical power: +30 (+8 eff.) Armour: +8 Fatigue: +4% Changes stats: +4 Str / +3 Mag / +3 Cun Changes resistances penetration: +15% blight Maximum stamina: +30.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Veluba the drakeskin leather gloves (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +9 Damage (Melee): 7 cold Damage when hit (Melee): 6 arcane Changes resistances: +8% cold / +5% arcane / +3% temporal Changes resistances penetration: +5% arcane / +10% temporal Changes damage: +9% temporal / +8% cold Critical mult.: +11.00% Mental save: +14 (+4 eff.) Maximum life: +63.00 Spell crit. chance: +17% Mental crit. chance: +15% When used to modify unarmed attacks: Base power: 44.5 - 49.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +14 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elven-wood totem of healing 'Prismgash' [power 344] (9/9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% light / +6% temporal Changes resistances penetration: +5% light Changes damage: +6% temporal It can be used to heal yourself and all friendly characters within 10 spaces for 344 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Reduce fatigue by 44% for 2 turns. * Increase the duration of 2 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Layywyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +5% arcane Mental save: +6 (+2 eff.) Cut immunity: +20% Silence immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +40% Knockback immunity: +20% Life regen: +11.00 Maximum life: +100.00 Rings make your fingers look great! |
| On fingers | voratun bloodstone ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +30 (+8 eff.) Effects on melee hit: * 20% chance to reduce armor by 35% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun / +10 Dex Changes resistances: +9% acid Changes resistances penetration: +10% acid Changes damage: +3% acid / +15% temporal / +8% all Stun/Freeze immunity: +60% Spellpower: +30 (+10 eff.) Mindpower: +33 (+10 eff.) Rings make your fingers look great! |
| Around neck | 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 20 power out of 36/36) : Effective talent level: 4.0 Power cost: 20 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (150). 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. |
| In main hand | quick voratun dagger of ruin (39-51 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +10 Physical crit. chance: +9.0% Changes stats: +2 Dex Critical mult.: +16.00% Combat speed: +10% Sharp, short and deadly. |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 5.2 Power cost: 17 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 38% chance to evade melee and ranged attacks and 59 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Gunavon the Filthcast (38-49 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +36 acid / +40 nature When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +8 Physical crit. chance: +9.0% Changes stats: +4 Dex Changes resistances: +9% fire Changes resistances penetration: +16% acid / +16% nature Changes damage: +12% nature / +18% mind Combat speed: +10% Sharp, short and deadly. |
| Cloak | DAMN (14 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +44 (+9 eff.) Armour penetration: +15 Defense: +14 (+4 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +6 Cun / +6 Wil Changes resistances: +6% arcane / +15% nature Changes resistances penetration: +15% nature Changes damage: +15% nature Critical mult.: +30.00% Stealth bonus: +15 Physical save: +15 (+7 eff.) Maximum life: +92.00 Maximum stamina: +40.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+4 eff.) It can be used to turn yourself invisible (power 31, based on Cunning and Magic) for 10 turns Activation costs 28 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 280; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 280 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 261; 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 instantly heal yourself for 261 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -737; dur 8; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -737 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1544 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 820%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 820% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 538; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 538 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 26%; magical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 34%; physical; dur 3; 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 cure yourself of one random physical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 22%; physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 225 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the sneak (absorb 129; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 129 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 173; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 173 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 94; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 94 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 374; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 476; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 476 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 511; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 511 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 21; blocks 7; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 21 up to 7 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 83; blocks 5; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 5 times. Its effects scale with your Magic 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. |
stormshield rune of the wizard (threshold 35; blocks 3; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 35 up to 3 times. Its effects scale with your Magic 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 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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Branestir the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +26 (+5 eff.) Defense: +20 (+5 eff.) Changes stats: +4 Str / +20 Lck / +5 Con Changes resistances: +19% lightning Changes damage: +15% physical Physical save: +14 (+7 eff.) Stun/Freeze immunity: +50% Life regen: +11.00 Maximum life: +68.00 Maximum stamina: +30.00 Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 33 power out of 60/60. The evilness of undeath radiates from this amulet. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 20 power out of 35/35) : Effective talent level: 2.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 272 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+8 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 258.41 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Glaciergrinder the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str / +9 Mag / +7 Wil Changes resistances: +9% cold Changes resistances penetration: +25% blight Changes damage: +12% cold Critical mult.: +10.00% Spellpower: +10 (+4 eff.) Amulets make your neck look great! |
GloomquenchCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +9 Cun / +9 Con Changes resistances: +12% acid / +6% physical Changes resistances penetration: +29% darkness Critical mult.: +22.89% Spell save: +18 (+9 eff.) Pinning immunity: +23% Life regen: +9.58 Stamina each turn: +1.30 Mana each turn: +0.16 Movement speed: +10% Amulets make your neck look great! |
LightkillerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +9 Mag Changes resistances: +20% light / +20% blight Changes resistances penetration: +10% light / +10% cold Changes damage: +21% light Amulets make your neck look great! |
Shaderaze the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 60% * 20% chance to reduce damage dealt by 26% Changes resistances: +12% lightning Changes damage: +3% light / +12% darkness Stun/Freeze immunity: +23% Amulets make your neck look great! |
SparkblightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Str / +3 Wil / +5 Cun / +10 Con Changes resistances: +15% cold Changes damage: +27% lightning Reduces incoming crit damage: 15.00% Cut immunity: +70% Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 223 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
ThunderprophetInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Dex / +9 Cun / +4 Con Changes resistances penetration: +10% lightning Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +6 Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 33 power out of 60/60) : Effective talent level: 2.0 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
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 28 power out of 80/80) : Effective talent level: 1.0 Power cost: 28 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. |
clarifying gold amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +15% mind Confusion immunity: +31% Amulets make your neck look great! |
clarifying steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% mind Blindness immunity: +18% Confusion immunity: +27% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets make your neck look great! |
grounding copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
grounding copper amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 26% * 6% chance to blind Changes resistances: +11% lightning Changes damage: +6% light / +5% darkness Stun/Freeze immunity: +21% Amulets make your neck look great! |
grounding gold amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% lightning Changes damage: +10% blight / +9% fire Critical mult.: +10.00% Stun/Freeze immunity: +31% Spellpower: +9 (+3 eff.) Amulets make your neck look great! |
grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning Cut immunity: +50% Stun/Freeze immunity: +26% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 336 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding stralite amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% lightning Changes damage: +9% blight / +10% fire Critical mult.: +15.00% Stun/Freeze immunity: +32% Spellpower: +7 (+3 eff.) Amulets make your neck look great! |
restful voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes damage: +10% blight / +10% fire Critical mult.: +17.00% Life regen: +3.00 Spellpower: +10 (+4 eff.) Amulets make your neck look great! |
savior's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +15 (+5 eff.) Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +30.00 Amulets make your neck look great! |
serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +8 Lck Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets make your neck look great! |
voratun amulet 'Arcdeath'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 10 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 26% * 11% chance to blind Changes resistances: +12% blight / +21% cold / +15% light / +15% lightning Changes damage: +9% lightning / +15% light / +15% darkness Mental save: +9 (+3 eff.) Only die when reaching: -92.95 life Maximum life: +100.00 Healing mod.: +23% Amulets make your neck look great! |
warrior's stralite amulet of magic (+6)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% physical Stamina each turn: +0.60 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
Blazestreaker the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +3.0% Physical power: +30 (+8 eff.) Fatigue: -6% Changes resistances penetration: +15% mind Changes damage: +9% lightning Maximum encumbrance: +28 Only die when reaching: -80.00 life Maximum hate: +10.00 Mental crit. chance: +6% Rings make your fingers look great! |
ChadehekInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +26% fire Changes damage: +18% physical / +13% fire Only die when reaching: -60.00 life See invisible: +24 Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Flashmight the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 60% Changes resistances: +18% lightning / +9% fire / +5% arcane / +12% blight Life regen: +9.00 Maximum life: +60.00 Healing mod.: +13% Rings make your fingers look great! |
Frozenfury the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Damage when hit (Melee): 10 arcane Changes stats: +3 Cun / +9 Str Changes resistances: +30% cold Changes damage: +9% arcane Mindpower: +30 (+9 eff.) Rings make your fingers look great! |
FurnacestriderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% * 20 arcane resource burn Changes stats: +5 Cun Changes resistances: +6% blight / +6% nature / +9% darkness Changes resistances penetration: +25% fire Spell save: +18 (+9 eff.) Rings make your fingers look great! |
Glarevile the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances: +6% acid / +6% mind Changes resistances penetration: +20% acid Physical save: +15 (+7 eff.) Cut immunity: +20% Stun/Freeze immunity: +10% Spellpower: +8 (+3 eff.) Light radius: +2 Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tundraslice the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+5 eff.) Armour: +6 Changes stats: +7 Con / +3 Mag Changes damage: +18% physical / +9% cold / +8% all Reduces incoming crit damage: 15.00% Only die when reaching: -80.00 life Spellpower: +13 (+5 eff.) Mindpower: +16 (+5 eff.) See invisible: +9 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.45 cold and 14.65 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 33 power out of 60/60. This azure ring seems to be always moist to the touch. |
conjurer's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Stun/Freeze immunity: +40% Life regen: +3.00 Spellpower: +11 (+4 eff.) Rings make your fingers look great! |
gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Life regen: +7.00 Maximum life: +43.00 Healing mod.: +12% Rings make your fingers look great! |
gladiator's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 32 Damage (Melee): 15 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 32 Damage (Ranged): 21 physical Changes stats: +8 Str / +5 Cun / +8 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +10 (+3 eff.) Stun/Freeze immunity: +30% Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +6 Con Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +7 Cun / +6 Dex Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +13 (+6 eff.) Stun/Freeze immunity: +30% Maximum stamina: +12.00 Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +11 (+3 eff.) Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
painweaver's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 32 Damage (Melee): 10 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 32 Damage (Ranged): 25 physical Changes stats: +4 Cun Changes damage: +6% all Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Spellpower: +12 (+4 eff.) Mindpower: +12 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 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! |
pixie's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +10 (+3 eff.) Changes stats: +5 Cun / +5 Mag Spellpower: +7 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
pixie's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 10 light Changes stats: +3 Cun / +6 Mag Changes damage: +11% light Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
pixie's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +12 (+3 eff.) Changes stats: +6 Cun / +5 Mag Spellpower: +9 (+3 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +30% Life regen: +3.00 Rings make your fingers look great! |
savior's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Physical save: +12 (+6 eff.) Spell save: +8 (+4 eff.) Mental save: +14 (+4 eff.) Spellpower: +10 (+4 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +6 Cun / +8 Dex Life regen: +20.00 Maximum life: +91.00 Healing mod.: +18% Rings make your fingers look great! |
solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Defense: +9 (+2 eff.) Changes stats: +6 Cun / +6 Wil Mindpower: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
steel ring 'Emeleressra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal Changes resistances penetration: +10% blight / +20% temporal Changes damage: +15% acid / +12% blight Stun/Freeze immunity: +26% Life regen: +4.00 Rings make your fingers look great! |
stralite bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +7 Str / +7 Con Stun/Freeze immunity: +60% Rings make your fingers look great! |
stralite quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +9 (+2 eff.) Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +12.00 Maximum life: +78.00 Healing mod.: +14% Rings make your fingers look great! |
stralite ring 'Duskfiend'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +6 Mag / +6 Cun / +4 Con Changes resistances: +9% darkness Changes resistances penetration: +25% blight Changes damage: +3% blight Spell save: +14 (+7 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +30% Maximum stamina: +34.00 Spellpower: +9 (+3 eff.) Rings make your fingers look great! |
stralite ring 'Duskmaster'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to reduce all saves and defense by 32 Damage when hit (Melee): 8 darkness Changes resistances: +6% blight / +6% mind Changes resistances penetration: +15% mind Changes damage: +27% darkness Blindness immunity: +43% Infravision radius: +6 See stealth: +20 See invisible: +10 Rings make your fingers look great! |
stralite ring 'Poryma'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +36% darkness Changes damage: +18% darkness / +9% mind Mental save: +18 (+6 eff.) Equilibrium when hit: +0.32 Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Mental crit. chance: +6% Rings make your fingers look great! |
treant's stralite ring of lightning (+12%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +12% blight / +12% nature / +32% lightning Changes damage: +16% lightning Poison immunity: +25% Disease immunity: +22% Rings make your fingers look great! |
voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +13.00 Maximum life: +54.00 Healing mod.: +17% Rings make your fingers look great! |
Orc Feller (45-58 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
acidic voratun dagger of ruin (38-49 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Critical mult.: +29.00% Sharp, short and deadly. |
acidic voratun dagger of ruin (37-48 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 When wielded/worn: Armour penetration: +6 Physical crit. chance: +9.0% Critical mult.: +26.00% Sharp, short and deadly. |
voratun dagger 'Frostserpent' (40-52 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Armour: +4 Defense: +10 (+3 eff.) Changes resistances: +15% light / +24% fire Changes resistances penetration: +20% cold Changes damage: +18% cold Reduces incoming crit damage: 15.15% Sharp, short and deadly. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+13 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
BrenekalthondurInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +2 Physical power: +20 (+5 eff.) Changes resistances: +9% lightning / +10% temporal Changes resistances penetration: +25% physical Critical mult.: +10.00% Confusion immunity: +20% Stun/Freeze immunity: +20% A belt that goes around your waist. |
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 (+1 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 11 power out of 20/20) : Effective talent level: 3.0 Power cost: 11 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. |
pair of drakeskin leather boots 'Darksage' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -26% Effects on melee hit: * 20% chance to slow global speed by 60% Changes resistances: +15% acid / +5% arcane / +6% nature / +6% darkness Maximum encumbrance: +141 Physical save: +34 (+13 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots 'Shiverbliss' (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage when hit (Melee): 8 mind Changes resistances: +12% mind Changes resistances penetration: +20% cold / +15% mind / +15% arcane Changes damage: +6% mind / +30% arcane Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +39% A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 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. |
This item will automatically be transmogrified when you leave the level.heroic voratun gauntlets of strength (+4) (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +14 (+4 eff.) Armour: +8 Fatigue: +5% Changes stats: +4 Str Mental save: +9 (+3 eff.) Maximum life: +43.00 When used to modify unarmed attacks: Base power: 44.0 - 61.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Elowe the hardened leather cap (0 def, 13 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Armour: +13 Fatigue: +3% Changes stats: +11 Lck / +4 Con Changes resistances: +6% light / +9% fire Stun/Freeze immunity: +20% Spell crit. chance: +5% Mental crit. chance: +6% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Floeusher (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +15 (+4 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +10 Dex Changes resistances: +21% darkness / +7% physical Changes resistances penetration: +15% blight / +25% physical Changes damage: +9% cold Stamina each turn: +3.00 Infravision radius: +8 A cap made of leather. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 17 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
drakeskin leather cap 'Unlightprophet' (0 def, 10 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +7 Wil Changes resistances: +10% blight / +20% mind / +12% darkness Changes resistances penetration: +10% darkness / +15% cold Changes damage: +3% darkness / +6% cold Mental save: +42 (+13 eff.) Confusion immunity: +47% Infravision radius: +4 A cap made of leather. |
thaloren drakeskin leather cap of the depths (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Wil Changes resistances: +15% blight / +17% cold Allows you to breathe in: water Mental save: +12 (+4 eff.) A cap made of leather. |
Alygohek the drakeskin leather armour (27 def, 16 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +12.0% Physical power: +35 (+9 eff.) Armour: +16 Defense: +27 (+7 eff.) Fatigue: +8% Changes resistances: +18% light / +15% darkness Changes damage: +9% physical Critical mult.: +20.00% Stamina each turn: +1.30 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 70 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1712 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Faleyaharanik the Sunsquall (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +8% nature / +21% light Spell save: +6 (+3 eff.) Blindness immunity: +20% Poison immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Teleport immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
dwarven lantern 'Islaldata'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 6 arcane Changes stats: +3 Str / +7 Mag Changes resistances: +12% light Changes damage: +12% darkness Damage affinity(heal): +5% darkness Reduces incoming crit damage: 17.75% Physical save: +10 (+5 eff.) Spell save: +20 (+10 eff.) Mental save: +20 (+6 eff.) Vim when firing critical spell: +2.00 Spellpower: +52 (+16 eff.) Light radius: +12 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 180.96 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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 Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
33 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 111 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)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 405.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 14 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
stralite torque of gale force 'Xylrana' [power 370] (9/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +24% cold / +3% physical Equilibrium when hit: +0.12 Only die when reaching: -80.00 life Spell crit. chance: +5% Damage Shield penetration: +30% It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 400 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Betiminne [power 410] (9/9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +1 Physical crit. chance: +4.0% Damage when hit (Melee): 2 temporal Changes resistances: +9% temporal Reduces incoming crit damage: 17.43% Maximum stamina: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 26% for 2 turns. * Increase the duration of 3 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 17 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. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Sige the Cornac Rogue level 38
10th Dusk 123rd year of Ascendancy at 11:46 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Sige the Cornac Rogue level 38
8th Dusk 123rd year of Ascendancy at 17:19 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Sige the Cornac Rogue level 49
57th Haze 123rd year of Ascendancy at 15:22 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Sige the Cornac Rogue level 42
26th Dusk 123rd year of Ascendancy at 19:02 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sige the Cornac Rogue level 9
3rd Dusk 122nd year of Ascendancy at 05:15 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Sige the Cornac Rogue level 40
22nd Dusk 123rd year of Ascendancy at 08:28 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sige the Cornac Rogue level 23
2nd Wintertide 123rd year of Ascendancy at 16:53 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sige the Cornac Rogue level 33
71st Regrowth 123rd year of Ascendancy at 02:43 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Sige the Cornac Rogue level 36
3rd Summertide 123rd year of Ascendancy at 11:48 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sige the Cornac Rogue level 27
7th Regrowth 123rd year of Ascendancy at 18:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sige the Cornac Rogue level 10
8th Dusk 122nd year of Ascendancy at 16:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sige the Cornac Rogue level 20
4th Haze 122nd year of Ascendancy at 07:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sige the Cornac Rogue level 30
44th Regrowth 123rd year of Ascendancy at 00:47 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Sige the Cornac Rogue level 40
16th Dusk 123rd year of Ascendancy at 05:16 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Sige the Cornac Rogue level 50
59th Haze 123rd year of Ascendancy at 19:32 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sige the Cornac Rogue level 21
34th Haze 122nd year of Ascendancy at 22:04 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sige the Cornac Rogue level 50
30th Regrowth 124th year of Ascendancy at 08:31 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sige the Cornac Rogue level 33
69th Regrowth 123rd year of Ascendancy at 21:42 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Sige the Cornac Rogue level 41
22nd Dusk 123rd year of Ascendancy at 15:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sige the Cornac Rogue level 8
2nd Mirth 122nd year of Ascendancy at 22:19 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sige the Cornac Rogue level 27
18th Regrowth 123rd year of Ascendancy at 01:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sige the Cornac Rogue level 11
11st Dusk 122nd year of Ascendancy at 08:44 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sige the Cornac Rogue level 43
53rd Dusk 123rd year of Ascendancy at 16:09 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sige the Cornac Rogue level 28
21st Regrowth 123rd year of Ascendancy at 05:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sige the Cornac Rogue level 19
4th Haze 122nd year of Ascendancy at 01:43 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Sige the Cornac Rogue level 50
34th Regrowth 124th year of Ascendancy at 23:16 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sige the Cornac Rogue level 37
7th Dusk 123rd year of Ascendancy at 16:05 see stats
Log
Layarin the bone giant receives 36 healing from Temporal Restoration Field.
Belira the orc corruptor's Soul Rot hits Sige for 404 blight damage.
Lisaminn the bone giant uses Bone Armour.
A shield forms around Lisaminn the bone giant.
Rak'shor, Grand Necromancer of the Pride casts Blood Grasp.
Sige activates his elven-wood totem of healing 'Prismgash'!
Daelach's darkness area effect hits Dread for 16 darkness damage.
Daelach's darkness area effect hits Orc archer for 28 darkness damage.
Daelach's darkness area effect hits Lisaminn the bone giant for (51 absorbed), 0 darkness (0 total damage).
Daelach's darkness area effect hits Rak'shor, Grand Necromancer of the Pride for (16 absorbed), 0 darkness (0 total damage).
Sige receives 474 healing.
Dread receives 68 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Belira the orc corruptor for (53 stormshielded), 0 blight (0 total damage).
Bone giant receives 35 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Sige for 64 blight damage.
Lisaminn the bone giant receives 70 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Orc archer for 53 blight damage.
Ghoul's purging blight area effect hits Rak'shor, Grand Necromancer of the Pride for (24 absorbed), 0 blight (0 total damage).
Rak'shor, Grand Necromancer of the Pride's putrescent liquefaction area effect hits Sige for 67 cold, 74 darkness (140 total damage).
Rak'shor, Grand Necromancer of the Pride's Hiemal Shield hits Sige for 45 cold damage.
Rak'shor, Grand Necromancer of the Pride receives 213 healing from Rak'shor, Grand Necromancer of the Pride's Blood Grasp.
Rak'shor, Grand Necromancer of the Pride's Blood Grasp hits Sige for 758 blight damage.
Bone giant misses Sige.
Belira the orc corruptor casts Blood Grasp.
Belira the orc corruptor roars triumphantly.
Belira the orc corruptor receives 76 healing from Belira the orc corruptor's Blood Grasp.
Belira the orc corruptor's Blood Grasp hits Sige for 274 blight damage.
Sige the level 50 cornac rogue was fouled to death by Belira the orc corruptor on level 3 of Rak'shor Pride.
Belira the orc corruptor prepares for the next kill!





















































































































































