














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 50 / 3508% |
| Size | medium |
| Lifes / Deaths | Killed by Unkie Vamp at level 50 on the 22nd Dusk 124th year of Ascendancy at 07:54 / 2Killed by Atamathon the Giant Golem at level 50 on the 45th Dusk 124th year of Ascendancy at 23:05 |
Primary Stats
| Strength | 80 (base 60) |
| Dexterity | 88 (base 63) |
| Constitution | 54 (base 31) |
| Magic | 50 (base 22) |
| Willpower | 51 (base 14) |
| Cunning | 114 (base 65) |
Resources
| Mana | 519/519 |
| Equilibrium | 0 |
| Life | -5/1390 |
| Stamina | 262/364 |
| Psi | 181/181 |
| Healing Factor | 1.2946428571428 |
| Regeneration | 96.606530381094 |
Speed
| Mental | +15.148913956367% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 76.204526885142 |
| See Invisible | 87.204526885142 |
Offense: Mainhand
| Damage | 158 |
| Accuracy | 105 |
| Crit Chance | 156% |
| APR | 110 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 122 |
| Accuracy | 105 |
| Crit Chance | 144% |
| APR | 107 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Darkness | +48% |
| Nature | +77% |
| Blight | +13% |
| Physical | +25% |
| Mind | +10% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +75% |
| All | +55% |
| Physical | +90% |
| Fire | +70% |
| Nature | +90% |
Defense: Base
| Armour (hardiness) | 63 (90.376569037657%) |
| Defense | 108 |
| Ranged Defense | 108 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 35 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 31%( 70%) |
| Mind | + 27%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 41%( 70%) |
| Temporal | + 31%( 70%) |
| Cold | + 29%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Silence Resistance | 42% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 89% |
| Stun Resistance | 100% |
| Disarm Resistance | 44% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 835 life over 5 turns. Its effects scale with your Cunning 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 146 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1076% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Cunning / Artifice | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Poisons | 2.80 |
| 5/5 |
| 6/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Volatile Poison |
| talent | Leeching Poison |
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Blade Flurry |
| talent | Premonition |
| talent | Chant of Fortitude |
| talent | Trained Reactions |
| beneficial effect | Parrying melee and ranged attacks: Has a 73% chance to deflect up to 33 damage from the next 3.1 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | The target is focused on penetrating defenses, increasing armor penetration by 33, accuracy by 49, and all damage penetration by 30%. Expose Weakness |
| beneficial effect | The target has 33% chance to evade melee and ranged attacks and gains 18 defense. Evasion |
| beneficial effect | The target has 50 increased life regeneration. Recovery |
| beneficial effect | The target's accuracy is improved by 85. Perfect Accuracy |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 7 Net Damage: 167 - 233 Accuracy: 122 (knife) APR: 110 Crit Chance: +149% Crit mult: 314% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Reduces fire damage received by 16%. Premonition Shield |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)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 Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Yvudavena the ghast. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 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: 3742. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Eremyneg (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +21 (+5 eff.) Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +5 Wil Changes resistances: +3% darkness / +5% arcane Changes resistances penetration: +25% physical Reduces incoming crit damage: 15.52% Physical save: +14 (+4 eff.) Spell save: +13 (+6 eff.) Mental save: +13 (+4 eff.) Silence immunity: +42% Confusion immunity: +39% Stun/Freeze immunity: +50% Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Flashslicer the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes stats: +6 Wil / +6 Con Changes resistances: +17% blight / +9% cold / +9% darkness Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +3% mind Critical mult.: +17.00% Mental save: +9 (+3 eff.) Life regen: +16.00 Light radius: +5 See stealth: +9 See invisible: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 31 power out of 35/35) : Effective talent level: 2.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | ash wand of clairvoyance 'Gyriwen' [power 10] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +8 Physical power: +20 (+5 eff.) Defense: +30 (+5 eff.) Changes stats: +2 Con Changes resistances: +6% mind Changes resistances penetration: +10% physical It can be used to reveal the area around you, dispelling darkness (radius 10, power 64 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 14 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ivothra the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 32% Changes stats: +8 Mag / +6 Wil Changes resistances: +12% acid Changes damage: +6% blight Stun/Freeze immunity: +53% Life regen: +8.00 Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spellpower: +8 (+3 eff.) Rings can have magical properties. |
| On fingers | Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| 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 32 power out of 36/36) : Effective talent level: 4.0 Power cost: 32 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (141). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). 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 | Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 65% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Around waist | Erigolar the FoglashPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +15 Defense: +15 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +6 Cun / +6 Dex Changes resistances: +12% darkness Changes resistances penetration: +10% lightning / +15% fire Changes damage: +21% darkness Physical save: +36 (+9 eff.) Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +36.00 Maximum pos.energy: +35.00 Maximum neg.energy: +40.00 Mindpower: +11 (+4 eff.) Mental crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
| In off hand | voratun dagger 'Armundil' (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +32 Physical crit. chance: +27.0% Physical power: +15 (+4 eff.) Defense: +15 (+2 eff.) Changes stats: +3 Str Changes resistances: +3% blight / +12% temporal / +3% nature / +6% arcane Critical mult.: +66.00% Disarm immunity: +44% Sharp, short and deadly. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+2 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the sneak (die at -774; dur 6; cd 27)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: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -774 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1550 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 747%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 747% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Prismatic Rune (6 turns; temporal, fire, cold, arcane, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 temporal, 4 fire, 5 cold, 3 arcane, 4 physical 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 350 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 duelist (absorb 118; cd 22)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: 22 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 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 267; dur 4; 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 create a protective shield absorbing at most 267 damage for 4 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. |
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! |
Blazewreck the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +10 Dex Changes resistances: +9% light Changes resistances penetration: +26% acid Changes damage: +21% lightning / +32% acid Light radius: +3 Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 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 53 power out of 60/60. The evilness of undeath radiates from this amulet. |
Chuldir the BlazebanePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+1 eff.) Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 25% * 11% chance to blind Changes stats: +6 Mag Changes resistances: +7% arcane / +15% light Changes resistances cap: +7% all Changes resistances penetration: +5% arcane Changes damage: +8% acid / +14% darkness / +19% light / +8% fire / +8% cold / +12% arcane / +7% lightning Physical save: +27 (+7 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: +2 Amulets can have magical properties. |
Deepsdream the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Str / +4 Mag / +4 Con Changes resistances: +29% temporal Changes resistances cap: +6% all Changes resistances penetration: +5% lightning / +20% physical / +5% darkness Changes damage: +7% acid / +8% fire / +8% cold / +8% lightning Physical save: +26 (+7 eff.) Pinning immunity: +32% Knockback immunity: +44% Spellpower: +4 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Dimbraze the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +3 Wil / +4 Mag Changes resistances: +15% temporal Changes resistances penetration: +20% temporal Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Spell save: +6 (+3 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Elydheba the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex / +11 Mag / +3 Cun / +8 Con Changes resistances: +12% fire Infravision radius: +2 Amulets can have magical properties. |
ElyrinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +10 (+1 eff.) Changes stats: +10 Dex Changes resistances: +21% cold Poison immunity: +21% Pinning immunity: +21% Life regen: +4.00 Stamina each turn: +3.00 Only die when reaching: -82.75 life Maximum life: +103.44 Amulets can have magical properties. |
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. |
FlashtrialInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Changes stats: +3 Con Changes resistances: +12% lightning / +12% darkness Changes resistances penetration: +5% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Maximum life: +48.00 Maximum stamina: +30.00 Amulets can have magical properties. |
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 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 273.48 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. |
HealtoothInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +18% blight / +19% nature / +5% arcane Changes resistances penetration: +5% nature Changes damage: +9% physical Talent masteries: +0.39 Cunning / Poisons +0.39 Cunning / Survival Physical save: +3 (+1 eff.) Blindness immunity: +21% Poison immunity: +54% Disease immunity: +50% Disarm immunity: +21% Knockback immunity: +10% Combat speed: +10% Amulets can have magical properties. |
Hettagrim the SunobeisanceInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +10 Str / +10 Dex / +6 Wil Changes resistances: +3% blight / +9% darkness Changes damage: +9% blight Mental save: +12 (+4 eff.) Poison immunity: +20% Confusion immunity: +21% Mindpower: +15 (+5 eff.) Light radius: +3 Amulets can have magical properties. |
LustrepowerPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 light Changes stats: +13 Mag Changes damage: +7% acid / +7% temporal / +21% light / +6% lightning / +6% cold / +8% fire / +6% physical / +7% darkness Spellpower: +9 (+3 eff.) Spell crit. chance: +9% Amulets can have magical properties. |
Mardyhad the VoidreeveCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex / +9 Mag / +4 Cun Changes resistances: +6% darkness / +6% nature Reduces incoming crit damage: 10.00% Physical save: +18 (+5 eff.) Spell save: +15 (+6 eff.) Mental save: +13 (+4 eff.) Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 250 strength, based on Magic) for 5 turns Activation costs 21 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
MurkireCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +6% lightning Changes resistances penetration: +25% blight / +20% arcane Spell save: +12 (+5 eff.) Life regen: +2.00 Amulets can have magical properties. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+3 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 27 power out of 60/60) : Effective talent level: 3.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 12 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Pitchoblivion the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 10 arcane / 8 darkness Changes resistances: +20% lightning / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +18% arcane / +12% darkness Stun/Freeze immunity: +43% Amulets can have magical properties. |
PitchtrailInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +8 Lck Changes resistances: +18% darkness / +3% mind Changes resistances penetration: +10% darkness Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Prismravage the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +10 Dex / +9 Wil / +4 Cun Changes resistances: +24% blight Changes damage: +39% light / +9% mind Equilibrium when hit: +0.44 Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Maximum psi: +65.38 Light radius: +4 Amulets can have magical properties. |
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... |
XanutiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +5 Mag Changes resistances penetration: +5% blight Life regen: +2.00 Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Amulets can have magical properties. |
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 44 power out of 80/80) : Effective talent level: 1.0 Power cost: 44 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. |
Zubima the IcetaintInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +3% mind Changes damage: +6% acid Stun/Freeze immunity: +21% Amulets can have magical properties. |
copper amulet 'Scabdredge'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Con Changes resistances: +18% nature / +6% light Changes damage: +3% nature Stun/Freeze immunity: +20% Knockback immunity: +10% Amulets can have magical properties. |
restful voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +16 Fatigue: -7% Critical mult.: +15.00% Life regen: +4.00 Amulets can have magical properties. |
stralite amulet 'Dawnbright'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +3 Armour: +8 Changes resistances: +24% lightning / +9% physical / +15% nature / +9% acid Changes damage: +6% light / +15% cold Stun/Freeze immunity: +44% Amulets can have magical properties. |
stralite amulet 'Flashnaught'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes resistances penetration: +25% fire Talent mastery: +0.34 Cunning / Stealth Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +50.00 Spell crit. chance: +8% Infravision radius: +3 See invisible: +9 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Amulets can have magical properties. |
warrior's stralite amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes resistances: +9% physical Stamina each turn: +0.50 Mana each turn: +0.31 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +44.00 Amulets can have magical properties. |
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 9 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. |
This item will automatically be transmogrified when you leave the level.Adiwyn Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +30 (+7 eff.) Changes stats: +4 Cun Changes resistances penetration: +10% physical Critical mult.: +20.00% Blindness immunity: +42% Maximum hate: +4.00 Mental crit. chance: +2% Infravision radius: +5 See stealth: +17 See invisible: +24 Rings can have magical properties. |
Adyda the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +2 Mag Changes resistances penetration: +10% mind / +10% acid Changes damage: +3% mind Spell save: +4 (+2 eff.) Blindness immunity: +24% Disarm immunity: +20% Pinning immunity: +29% Knockback immunity: +29% Maximum life: +23.00 Infravision radius: +3 See stealth: +9 See invisible: +10 Rings can have magical properties. |
CloudsmasherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% light / +9% mind Changes damage: +6% lightning / +9% blight / +18% light / +6% arcane Critical mult.: +10.00% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +8% Rings can have magical properties. |
Dourbender the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +14 (+4 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 6 darkness Changes stats: +7 Str / +4 Con Changes resistances: +15% temporal Changes resistances penetration: +25% temporal Stun/Freeze immunity: +39% Life regen: +9.00 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 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 37% for 5 turns. Rings can have magical properties. |
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. |
ElenoyonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +27% cold Physical save: +12 (+3 eff.) Spell save: +16 (+7 eff.) Mental save: +16 (+5 eff.) Disease immunity: +20% Silence immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Life regen: +4.04 Rings can have magical properties. |
Erythel the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Changes resistances: +5% arcane / +6% nature Physical save: +6 (+2 eff.) Blindness immunity: +10% Pinning immunity: +10% Healing mod.: +20% Rings can have magical properties. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 76.83 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 28 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
GalewishCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +2 Str / +5 Dex / +2 Mag / +6 Cun Changes resistances penetration: +20% lightning Changes damage: +9% lightning Reduces incoming crit damage: 15.00% Rings can have magical properties. |
Halutir the GlitterhackerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Damage when hit (Melee): 4 light Changes stats: +6 Dex / +4 Mag / +1 Wil / +4 Cun Changes resistances: +28% darkness / +9% light Changes damage: +14% darkness Spell save: +8 (+4 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Rings can have magical properties. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
MorningwrackInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun / +8 Wil Changes resistances: +21% light Changes resistances penetration: +26% light / +26% temporal Mindpower: +15 (+5 eff.) Light radius: +3 Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 44 power out of 50/50) : Effective talent level: 2.0 Power cost: 44 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Nimbusgash the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +5% arcane / +12% darkness Physical save: +12 (+3 eff.) Spell save: +6 (+3 eff.) Disarm immunity: +32% Pinning immunity: +35% Knockback immunity: +31% Maximum life: +36.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Oligas the ScorchquellerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Damage when hit (Melee): 10 fire Changes stats: +4 Dex Changes resistances penetration: +10% blight / +20% fire / +20% acid Changes damage: +6% acid / +18% fire Rings can have magical properties. |
Radiancewar the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +7 Wil Changes resistances: +12% blight Changes damage: +12% light Blindness immunity: +43% Spellpower on spell critical (stacks up to 3 times): +8 Infravision radius: +6 See stealth: +16 See invisible: +21 Damage Shield penetration: +30% Rings can have magical properties. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+4 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+3 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 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. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Siloravena the StokeblackInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +4 Con Changes resistances: +9% lightning / +9% mind Changes resistances penetration: +10% fire Changes damage: +9% fire Physical save: +8 (+2 eff.) Rings can have magical properties. |
Urthorek the FrozenhuntInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +1 Wil / +3 Con Changes resistances: +12% nature / +6% cold Physical save: +6 (+2 eff.) Equilibrium when hit: +0.12 Mindpower: +5 (+2 eff.) Rings can have magical properties. |
UrykanPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Changes resistances: +20% acid / +6% blight / +15% fire / +22% cold / +22% lightning Changes resistances penetration: +25% mind / +25% arcane Changes damage: +6% arcane / +18% mind Mindpower: +30 (+10 eff.) Rings can have magical properties. |
Venomnight the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes resistances: +12% acid / +3% fire / +12% nature / +6% darkness Changes resistances penetration: +10% physical Life regen: +5.00 Maximum life: +48.00 Healing mod.: +11% Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+5 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 136.43 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Voryritira the SepsisweeperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +9% temporal / +9% nature / +24% lightning Stun/Freeze immunity: +29% Life regen: +4.00 Rings can have magical properties. |
conjurer's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 16 light Changes stats: +5 Wil / +8 Mag Changes damage: +12% light Spellpower: +5 (+2 eff.) Rings can have magical properties. |
gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +7 Str / +6 Con Life regen: +12.00 Maximum life: +60.00 Healing mod.: +15% Rings can have magical properties. |
gold amber ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +11 (+3 eff.) Armour: +8 Changes stats: +7 Str / +12 Con Changes damage: +8% all Critical mult.: +10.00% Physical save: +13 (+4 eff.) Life regen: +12.00 Maximum life: +66.00 Maximum stamina: +30.00 Spell crit. chance: +4% Mental crit. chance: +4% Healing mod.: +15% Rings can have magical properties. |
marksman's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +10 Defense: +12 (+2 eff.) Changes stats: +7 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 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 can have magical properties. |
painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Changes damage: +7% all Life regen: +15.00 Maximum life: +95.00 Spellpower: +17 (+6 eff.) Mindpower: +13 (+5 eff.) Healing mod.: +14% Rings can have magical properties. |
rogue's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +3 Cun Spellpower: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
rogue's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 31 Damage (Melee): 17 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 31 Damage (Ranged): 29 physical Changes stats: +13 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +8 Defense: +7 (+1 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 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 can have magical properties. |
steel quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% nature / +5% blight Poison immunity: +14% Disease immunity: +13% Stun/Freeze immunity: +30% Rings can have magical properties. |
steel quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +3 Mag Stun/Freeze immunity: +30% Spellpower: +7 (+3 eff.) Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Kindleripper'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Physical power: +15 (+4 eff.) Changes resistances: +15% acid / +6% fire Changes damage: +21% fire Critical mult.: +15.00% Mental save: +22 (+6 eff.) Confusion immunity: +44% Maximum life: +102.96 Maximum stamina: +30.89 Rings can have magical properties. |
stralite ring 'Strikelord'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +27% lightning / +36% cold / +18% nature Changes resistances penetration: +25% nature / +25% lightning Changes damage: +6% nature / +18% cold Rings can have magical properties. |
treant's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% nature / +14% blight Poison immunity: +19% Disease immunity: +22% Rings can have magical properties. |
voratun Petrified Wood ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +27 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Spell save: +15 (+6 eff.) Maximum stamina: +32.00 Rings can have magical properties. |
voratun ring 'Glimmerhunter'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +17 (+3 eff.) Damage when hit (Melee): 8 light Changes stats: +6 Dex / +5 Con Changes resistances: +40% cold Changes resistances penetration: +15% light Changes damage: +9% light / +17% cold Spell save: +20 (+8 eff.) Maximum stamina: +32.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 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 can have magical properties. |
voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +14.00 Maximum life: +95.00 Healing mod.: +16% Rings can have magical properties. |
warrior's stralite ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Damage (Melee): 13 light Damage (Ranged): 26 light Changes stats: +6 Str / +8 Mag Changes damage: +13% light Rings can have magical properties. |
Balancetreason the stralite dagger (41-53.3 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 41.0 - 53.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 21% chance to reduce damage dealt by 25% When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 58% Changes stats: +7 Wil / +4 Con Changes resistances: +16% mind Changes resistances penetration: +26% mind / +10% nature Light radius: +3 Infravision radius: +3 Sharp, short and deadly. |
Betaba (21.5-27.95 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.5 - 27.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +6 Str Changes resistances: +15% mind Changes damage: +27% mind / +9% physical Sharp, short and deadly. |
Blazebutcher (38-49.4 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +21 acid / +12 physical When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +15 Effects on melee hit: * 21 arcane resource burn Changes resistances: +9% cold / +4% physical Changes resistances penetration: +15% acid / +12% physical Changes damage: +24% lightning Sharp, short and deadly. |
DANG (39-50.7 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 light / +16 fire Damage against: +30% Undead When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +14.0% Armour: +6 Defense: +15 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 22 Changes resistances: +6% cold Changes resistances penetration: +15% blight Disarm immunity: +50% Only die when reaching: -20.00 life Sharp, short and deadly. |
Duvedor the Dourmaim (39-50.7 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 25% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +17 darkness Damage (radius 1) on hit: +4 darkness / +16 physical Damage against: +20% Living When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +15 Changes stats: +2 Dex Changes resistances: +4% physical Changes resistances penetration: +14% physical Physical save: +15 (+4 eff.) Maximum stamina: +39.46 Sharp, short and deadly. |
Hazewoe the stralite dagger (29-37.7 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 When wielded/worn: Changes resistances: +6% arcane / +21% cold Critical mult.: +24.66% Mental save: +6 (+2 eff.) Disease immunity: +25% Pinning immunity: +20% Stun/Freeze immunity: +25% Teleport immunity: +20% Life regen: +4.93 Psi when hit: +0.12 Maximum psi: +60.00 Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Pureborn (36-46.8 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: 36.0 - 46.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% 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 (Melee): +28 nature Damage (radius 2) on crit: +90 fire When wielded/worn: Physical crit. chance: +12.0% Changes stats: +3 Wil / +7 Mag Changes resistances: +6% nature Changes resistances penetration: +25% fire Light radius: +2 Infravision radius: +4 Global speed: +11% Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Suntooth (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness / +4 arcane / +20 nature / +20 light Damage (radius 2) on crit: +4 light Damage against: +28% Undead / +18% Living When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +15 Changes resistances: +9% light Changes resistances penetration: +15% physical Spell save: +3 (+1 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% Damage Shield penetration: +20% Sharp, short and deadly. |
Swamppython (61-79.3 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 61.0 - 79.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +21 nature Damage (radius 1) on hit: +8 lightning When wielded/worn: Changes resistances penetration: +25% nature Changes damage: +6% lightning Sharp, short and deadly. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Treespawner the voratun dagger (37-48.1 power, 34 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +34 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +19% Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +39 (+6 eff.) Defense: +9 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +6 Str Changes resistances: +9% temporal Changes damage: +6% mind / +15% physical / +18% nature / +9% temporal Critical mult.: +10.00% Disarm immunity: +50% Sharp, short and deadly. |
voratun dagger 'Adussra' (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +17 darkness Damage (radius 2) on crit: +45 acid / +43 nature Damage against: +20% Living When wielded/worn: Armour penetration: +10 Defense: +5 (+1 eff.) Changes stats: +13 Str / +13 Dex / +12 Mag / +10 Wil / +13 Cun / +13 Con Changes resistances: +6% lightning / +5% arcane / +12% nature Changes resistances penetration: +25% acid / +22% nature Reduces incoming crit damage: 10.00% Spell save: +9 (+4 eff.) Mental save: +3 (+1 eff.) Sharp, short and deadly. |
voratun dagger 'Armador' (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 21% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Damage (Melee): +8 temporal Damage (radius 1) on hit: +16 temporal / +15 fire When wielded/worn: Accuracy: +22 (+3 eff.) Armour penetration: +11 Changes resistances penetration: +10% arcane / +15% all Stamina each turn: +3.10 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Kylach (65-97.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Damage (Melee): +8 blight When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% blight / +5% arcane Changes resistances penetration: +25% blight Psi when hit: +0.16 Mental crit. chance: +2% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun greatsword (59-94.4 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +21 lightning / +44 cold When wielded/worn: Changes resistances penetration: +9% lightning / +7% cold Movement speed: +32% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.drakeskin leather sling 'Silidherin' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +2 Str / +2 Wil Changes resistances penetration: +5% mind Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Maximum hate: +6.00 Mindpower: +25 (+9 eff.) Mental crit. chance: +3% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 174 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
BlazepridePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +12% light Changes damage: +31% arcane Spell save: +19 (+7 eff.) Mana when firing critical spell: +2.09 Vim when firing critical spell: +2.09 Maximum life: +123.00 Maximum mana: +80.00 Maximum stamina: +49.00 Maximum hate: +20.00 Maximum psi: +39.00 Maximum vim: +35.00 Maximum pos.energy: +35.00 Maximum neg.energy: +40.00 Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Brenyramas the drakeskin leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +6 Str / +10 Con Changes damage: +27% mind Critical mult.: +10.00% Physical save: +30 (+8 eff.) Mental save: +14 (+4 eff.) Life regen: +3.60 Maximum hate: +2.00 Maximum psi: +20.00 Mindpower: +26 (+9 eff.) Mental crit. chance: +2% Healing mod.: +30% Size category: +1 A belt that goes around your waist. |
Eilinarethra the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +2 Physical power: +15 (+4 eff.) Defense: +15 (+2 eff.) Changes stats: +4 Dex Changes resistances: +16% mind Critical mult.: +20.88% Cut immunity: +21% Life regen: +3.60 Healing mod.: +21% A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 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 27 power out of 30/30) : Effective talent level: 5.2 Power cost: 27 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 37% chance to evade melee and ranged attacks and 51 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. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+6 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Gorafang the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 58% Changes stats: +3 Str / +4 Dex / +4 Wil / +2 Cun Changes resistances: +6% temporal / +18% cold Critical mult.: +7.00% Physical save: +20 (+5 eff.) Spell save: +14 (+6 eff.) Mental save: +13 (+4 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
Ivunor the HazequarryInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% fire Changes resistances penetration: +20% temporal / +10% cold Changes damage: +27% cold / +18% temporal Physical save: +15 (+4 eff.) Mindpower: +12 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
LustrebaitInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Con Changes resistances: +14% fire / +6% light / +15% cold Changes resistances penetration: +14% physical Changes damage: +12% blight / +25% physical Spell save: +30 (+11 eff.) Mental save: +15 (+4 eff.) Spell crit. chance: +4% Mindpower: +10 (+4 eff.) Damage Shield penetration: +30% Size category: +1 A belt that goes around your waist. |
Mayogaba the DuskbloodInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +28 (+4 eff.) Changes resistances: +9% lightning / +5% temporal / +6% darkness Stealth bonus: +13 Physical save: +22 (+6 eff.) Mental save: +18 (+5 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+4 eff.) A belt that goes around your waist. |
Tykalthomnir the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +17 Damage when hit (Melee): 6 temporal Changes resistances: +15% fire / +15% cold Changes resistances penetration: +26% temporal Reduces incoming crit damage: 15.80% Pinning immunity: +21% Stun/Freeze immunity: +21% A belt that goes around your waist. |
drakeskin leather belt 'Skynight'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +3 Str Changes resistances: +9% acid / +9% physical / +15% cold / +21% lightning / +14% fire Changes resistances penetration: +26% lightning Changes damage: +15% nature A belt that goes around your waist. |
Sleetworth the elven-silk cloak (3 def, 27 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +41 (+9 eff.) Armour: +27 Defense: +3 (+0 eff.) Changes resistances: +30% cold Changes damage: +21% physical / +15% cold Mana when firing critical spell: +2.72 Vim when firing critical spell: +2.72 Spellpower: +35 (+12 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tempestidol (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Cun / +3 Dex Changes resistances: +6% light / +6% nature Changes resistances penetration: +5% mind / +5% lightning Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+8 eff.) Mental save: +20 (+6 eff.) Confusion immunity: +40% Spellpower: +8 (+3 eff.) It can be used to activate talent See the Threads (costing 44 power out of 50/50) : Effective talent level: 1.0 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
cashmere cloak 'Brightquencher' (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Changes resistances: +6% lightning / +16% cold / +12% light Physical save: +12 (+3 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+1 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Arogorn the Flashhash (12 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+2 eff.) Fatigue: +4% Changes stats: +13 Dex Changes resistances: +12% acid / +7% arcane Changes resistances penetration: +33% lightning / +33% acid Changes damage: +33% acid / +39% fire / +15% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Strikegrind the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Damage when hit (Melee): 2 lightning Changes stats: +6 Cun / +6 Wil Changes resistances: +3% blight / +18% nature / +6% darkness Changes resistances penetration: +10% cold Physical save: +15 (+4 eff.) Spell save: +23 (+9 eff.) Mental save: +15 (+4 eff.) Teleport immunity: +10% Stamina each turn: +1.60 Maximum life: +60.00 Maximum stamina: +35.00 Movement speed: +10% A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 76.80 fire damage and 106.23 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
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% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% 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. |
Isulevena the hardened leather gloves (10 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+2 eff.) Armour: +2 Defense: +10 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Dex Changes resistances: +5% arcane Mental save: +18 (+5 eff.) Disarm immunity: +20% Stun/Freeze immunity: +10% Healing mod.: +20% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nimbusrupture (0 def, 12 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +12 Fatigue: +5% Damage (Melee): 8 physical Changes stats: +3 Cun Changes resistances: +6% lightning Changes damage: +6% mind / +8% physical Mental save: +6 (+2 eff.) Life regen: +9.40 Stamina each turn: +1.70 Psi each turn: +0.30 Maximum stamina: +27.00 Mindpower: +5 (+2 eff.) When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (radius 1) on hit: +9 physical Damage (radius 2) on crit: +14 physical Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Betytta' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 20 temporal Damage (Ranged): 20 temporal Changes resistances: +15% temporal Changes resistances penetration: +15% mind Changes damage: +15% mind / +31% temporal Critical mult.: +21.07% Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +5.27 Mental crit. chance: +6% When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Carrionwend the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +11% fire / +20% nature / +10% cold Changes damage: +15% light / +27% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cracklewaker (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +5 Defense: +15 (+2 eff.) Fatigue: +5% Changes stats: +12 Str / +18 Dex / +5 Con Changes resistances: +9% lightning Changes damage: +6% lightning Critical mult.: +10.00% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 472.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Cyrybressra (6 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +10 Defense: +6 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 4 arcane Changes stats: +5 Cun Changes resistances: +5% all Changes damage: +12% arcane Reduces incoming crit damage: 10.00% Physical save: +17 (+5 eff.) Stamina each turn: +2.00 Light radius: +3 A cap made of leather. |
Infernostalker (0 def, 5 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Changes stats: +17 Lck / +10 Dex Changes resistances: +6% light / +24% darkness / +5% arcane / +15% blight / +15% fire / +14% nature / +6% cold Physical save: +9 (+3 eff.) Spell crit. chance: +8% Mental crit. chance: +7% Infravision radius: +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Kindlecutter (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +3 Dex / +2 Mag / +7 Wil / +5 Cun Changes resistances: +13% nature Changes damage: +9% light Spell save: +9 (+4 eff.) Maximum life: +74.00 Mindpower: +5 (+2 eff.) See invisible: +15 Healing mod.: +17% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mardiblek the Glareimmortal (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str Changes resistances: +12% light / +9% fire Changes resistances penetration: +10% arcane / +10% cold Changes damage: +6% arcane / +18% light Critical mult.: +20.69% Mana when firing critical spell: +2.07 Maximum mana: +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polasevena (25 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +19 Defense: +25 (+4 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Wil Changes resistances: +11% blight / +6% cold Changes resistances penetration: +25% mind Mental save: +17 (+5 eff.) Stun/Freeze immunity: +20% A cap made of leather. |
Swampwisp the drakeskin leather cap (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +11 Fatigue: +5% Changes resistances: +5% arcane / +15% temporal Changes resistances penetration: +25% nature Changes damage: +24% nature Physical save: +18 (+5 eff.) Poison immunity: +20% Infravision radius: +3 A cap made of leather. |
drakeskin leather cap 'Cyrogalaith' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +6 Wil Changes resistances: +19% acid / +15% temporal / +22% cold / +12% fire / +5% arcane / +28% lightning Changes resistances penetration: +10% blight Spell save: +3 (+1 eff.) Mental save: +13 (+4 eff.) Cut immunity: +20% Stun/Freeze immunity: +10% Light radius: +2 A cap made of leather. |
drakeskin leather cap 'Healknave' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 58% Damage when hit (Melee): 10 nature Changes resistances: +39% fire / +12% nature / +15% cold Changes resistances penetration: +20% nature / +25% fire A cap made of leather. |
This item will automatically be transmogrified when you leave the level.stabilizing drakeskin leather cap of sanctity (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +7% blight / +8% darkness Physical save: +18 (+5 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 12 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
voratun helm 'Drylathador' (0 def, 9 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +2 Cun / +2 Wil Changes resistances: +7% darkness / +8% blight / +9% cold / +25% mind / +5% arcane Changes resistances penetration: +5% blight / +15% mind Spell save: +9 (+4 eff.) Mental save: +32 (+9 eff.) Confusion immunity: +45% Infravision radius: +1 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 14 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Stormkill' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 26% chance to reduce all saves and defense by 31 Damage when hit (Melee): 8 acid Changes stats: +10 Con Changes resistances: +40% acid Changes resistances penetration: +20% lightning / +33% acid Changes damage: +40% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dimrock the drakeskin leather armour (55 def, 18 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +55 (+9 eff.) Fatigue: +8% Damage when hit (Melee): 10 darkness Changes stats: +6 Wil Changes resistances: +27% light / +15% cold / +30% blight / +15% fire / +7% arcane / +30% darkness Changes damage: +21% darkness Spell save: +12 (+5 eff.) Maximum life: +80.00 Light radius: +2 A suit of armour made of leather. |
Pitchshaper (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Damage (Melee): 22 acid / 23 fire Damage when hit (Melee): 14 acid / 15 fire Changes stats: +12 Wil Changes resistances: +29% acid / +29% fire / +12% light / +12% darkness Changes resistances penetration: +34% darkness / +34% mind Changes damage: +21% light Critical mult.: +27.06% Hate when firing a critical mind attack: +6.76 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows 'Prismrock' (23/23, 76.5-107.1 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 76.5 - 107.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +32 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 20% chance to reduce all saves and defense by 31 Damage (Ranged): +12 mind / +16 light Damage (radius 1) on hit: +17 fire / +8 mind / +8 light Damage (radius 2) on crit: +4 light Arrows are used with bows to pierce your foes to death. |
4 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. |
2790 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. |
4 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. |
2 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 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 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. |
4 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 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonkiss (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +19 (+5 eff.) Armour: +5 Defense: +8 (+1 eff.) Changes stats: +3 Str / +12 Dex Changes resistances: +3% acid / +10% physical / +12% light / +15% darkness Changes damage: +21% acid / +3% darkness Light radius: +1 Movement speed: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tundraonslaught the voratun pickaxe (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Fatigue: -9% Changes stats: +7 Str / +4 Dex / +2 Mag Changes resistances: +9% cold / +8% physical / +9% darkness / +9% fire Changes damage: +6% cold Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Oozefoe' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to slow global speed by 58% Damage when hit (Melee): 6 darkness Changes stats: +5 Str Changes resistances: +6% darkness / +12% cold Changes resistances penetration: +25% darkness / +25% nature Changes damage: +15% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Bogclash' (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+3 eff.) Effects on melee hit: * 23% chance to slow global speed by 58% Changes stats: +3 Str / +12 Wil Changes resistances: +6% temporal Changes resistances penetration: +25% nature Critical mult.: +20.00% Equilibrium when hit: +0.24 Mindpower: +35 (+11 eff.) Mental crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 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. |
11 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Arodor the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 34 fire Changes stats: +4 Mag Changes resistances: +15% fire Blindness immunity: +26% Confusion immunity: +22% Mana each turn: +0.04 Vim when firing critical spell: +2.00 Light radius: +8 See stealth: +7 See invisible: +11 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 35 cooldown : Effective talent level: 5.2 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 59 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Beloba the SnowboreInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +6% darkness / +9% blight Changes resistances penetration: +10% mind Changes damage: +15% cold Critical mult.: +21.07% Physical save: +14 (+4 eff.) Mental save: +15 (+4 eff.) Maximum psi: +50.00 Mindpower: +10 (+4 eff.) Light radius: +5 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Urerim the dwarven lanternPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +1 Damage when hit (Melee): 57 fire Changes stats: +4 Dex Changes resistances: +19% fire Mental save: +15 (+4 eff.) Psi when hit: +0.12 Only die when reaching: -20.00 life Maximum life: +80.00 Mindpower: +15 (+5 eff.) Light radius: +5 See stealth: +25 See invisible: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Blackspiker'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20% chance to reduce armor by 32% * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 26 fire Changes resistances: +10% fire / +14% light / +9% darkness Changes resistances penetration: +14% all Changes damage: +18% darkness / +15% acid Damage affinity(heal): +5% darkness Mental save: +12 (+4 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +11% Light radius: +6 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 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 178.73 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Taintnaught'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 58% * 21% chance to reduce armor by 32% Damage when hit (Melee): 10 acid Changes resistances: +6% acid Changes damage: +15% nature / +27% mind Mental save: +15 (+4 eff.) Light radius: +5 See stealth: +25 See invisible: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level.nightwalker's dwarven lantern of clarity Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes stats: +5 Wil Critical mult.: +10.00% Mental save: +8 (+2 eff.) Light radius: +5 See stealth: +5 See invisible: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+4 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 14 power out of 25/25) : Effective talent level: 5.0 Power cost: 14 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
67 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. |
15 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. |
13 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. |
10 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. |
8 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 (2/2)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 176 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 708.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 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. |
Barkravage the stralite torque of gale force [power 370] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +3 Defense: +30 (+5 eff.) Changes stats: +8 Dex / +3 Mag Changes resistances: +12% nature Changes resistances penetration: +25% nature Changes damage: +9% physical Cut immunity: +21% Pinning immunity: +21% It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 462 physical damage Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Splendourqueen the voratun torque of mindblast [power 475] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Changes stats: +6 Str Changes resistances: +12% light Changes damage: +15% physical / +18% cold Critical mult.: +20.00% Light radius: +3 It can be used to blast the opponent's mind dealing 522 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Thundersteel the voratun torque of mindblast [power 475] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +30 (+5 eff.) Changes damage: +12% lightning / +21% arcane Disarm immunity: +21% Pinning immunity: +21% Maximum life: +100.00 Healing mod.: +21% It can be used to blast the opponent's mind dealing 522 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
Treekiller [power 5] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to slow global speed by 58% * 27% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature Changes resistances: +12% cold Changes resistances penetration: +20% cold / +30% light / +30% nature Changes damage: +27% cold / +15% light / +36% temporal Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce fatigue by 60% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Dawnroar' [power 245] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Damage when hit (Melee): 4 light Changes resistances: +6% blight / +15% lightning Critical mult.: +15.00% Only die when reaching: -40.00 life Healing mod.: +20% It can be used to project a gust of wind in a cone knocking enemies back 9 spaces and dealing 306 physical damage Activation puts all charms on cooldown for 14 turns. When used: * Heal for 38. Torques are made by powerful psionics to store psionic powers. |
Cyrinor the dragonbone totem of stinging [power 500] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Physical power: +30 (+7 eff.) Changes stats: +5 Str Mental save: +12 (+4 eff.) Stamina each turn: +3.70 Equilibrium when hit: +0.12 Maximum stamina: +36.99 Mindpower: +30 (+10 eff.) Mental crit. chance: +3% It can be used to sting an enemy dealing 885 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Gileharagrim [power 434] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour: +8 Changes stats: +11 Mag Changes resistances: +21% lightning / +7% physical / +9% light / +6% temporal Blindness immunity: +23% It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Isodhelle the Vilepython [power 428] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire / 4 arcane / 4 nature Changes resistances: +15% nature Changes resistances penetration: +10% lightning Changes damage: +18% lightning / +9% arcane / +18% nature It can be used to sting an enemy dealing 758 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
7 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. |
15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+3 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. |
13 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. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
4 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Unkie Vamp the Cornac Rogue level 36
43rd Pyre 123rd year of Ascendancy at 20:53 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Unkie Vamp the Cornac Rogue level 50
69th Pyre 124th year of Ascendancy at 19:16 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Unkie Vamp the Cornac Rogue level 50
70th Haze 123rd year of Ascendancy at 07:18 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Unkie Vamp the Cornac Rogue level 39
57th Pyre 123rd year of Ascendancy at 03:17 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Unkie Vamp the Cornac Rogue level 9
5th Flare 122nd year of Ascendancy at 02:58 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Unkie Vamp the Cornac Rogue level 38
53rd Pyre 123rd year of Ascendancy at 01:44 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Unkie Vamp the Cornac Rogue level 35
66th Regrowth 123rd year of Ascendancy at 01:49 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Unkie Vamp the Cornac Rogue level 23
3rd Decay 122nd year of Ascendancy at 15:39 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Unkie Vamp the Cornac Rogue level 50
22nd Dusk 124th year of Ascendancy at 08:14 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Unkie Vamp the Cornac Rogue level 22
58th Haze 122nd year of Ascendancy at 01:35 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Unkie Vamp the Cornac Rogue level 36
2nd Pyre 123rd year of Ascendancy at 17:09 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Unkie Vamp the Cornac Rogue level 50
3rd Dusk 124th year of Ascendancy at 04:32 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Unkie Vamp the Cornac Rogue level 50
35th Pyre 124th year of Ascendancy at 19:53 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 Unkie Vamp the Cornac Rogue level 26
24th Regrowth 123rd year of Ascendancy at 20:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Unkie Vamp the Cornac Rogue level 10
4th Dusk 122nd year of Ascendancy at 06:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Unkie Vamp the Cornac Rogue level 20
45th Haze 122nd year of Ascendancy at 04:16 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Unkie Vamp the Cornac Rogue level 30
49th Regrowth 123rd year of Ascendancy at 05:20 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Unkie Vamp the Cornac Rogue level 40
57th Pyre 123rd year of Ascendancy at 23:51 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Unkie Vamp the Cornac Rogue level 50
69th Haze 123rd year of Ascendancy at 23:06 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Unkie Vamp the Cornac Rogue level 50
68th Pyre 124th year of Ascendancy at 08:27 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Unkie Vamp the Cornac Rogue level 50
3rd Summertide 124th year of Ascendancy at 11:54 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Unkie Vamp the Cornac Rogue level 12
11st Dusk 122nd year of Ascendancy at 16:14 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Unkie Vamp the Cornac Rogue level 50
76th Haze 123rd year of Ascendancy at 06:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Unkie Vamp the Cornac Rogue level 35
80th Regrowth 123rd year of Ascendancy at 08:19 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Unkie Vamp the Cornac Rogue level 39
53rd Pyre 123rd year of Ascendancy at 03:28 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Unkie Vamp the Cornac Rogue level 50
22nd Dusk 124th year of Ascendancy at 08:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Unkie Vamp the Cornac Rogue level 8
4th Mirth 122nd year of Ascendancy at 01:53 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Unkie Vamp the Cornac Rogue level 50
27th Regrowth 124th year of Ascendancy at 10:42 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Unkie Vamp the Cornac Rogue level 45
61st Dusk 123rd year of Ascendancy at 16:10 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 Unkie Vamp the Cornac Rogue level 45
54th Dusk 123rd year of Ascendancy at 17:43 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Unkie Vamp the Cornac Rogue level 50
22nd Dusk 124th year of Ascendancy at 08:14 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Unkie Vamp the Cornac Rogue level 50
10th Dusk 124th year of Ascendancy at 23:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Unkie Vamp the Cornac Rogue level 8
5th Mirth 122nd year of Ascendancy at 20:10 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Unkie Vamp the Cornac Rogue level 42
3rd Summertide 123rd year of Ascendancy at 11:33 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Unkie Vamp the Cornac Rogue level 45
54th Dusk 123rd year of Ascendancy at 10:20 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Unkie Vamp the Cornac Rogue level 23
2nd Decay 122nd year of Ascendancy at 14:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Unkie Vamp the Cornac Rogue level 17
41st Dusk 122nd year of Ascendancy at 03:24 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Unkie Vamp the Cornac Rogue level 50
22nd Dusk 124th year of Ascendancy at 07:54 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Unkie Vamp the Cornac Rogue level 34
65th Regrowth 123rd year of Ascendancy at 04:17 see stats
Log
Unkie Vamp bites poison into Atamathon the Giant Golem.
Unkie Vamp performs a melee critical strike against Atamathon the Giant Golem!
Your shield crumbles under the damage!
The shield around Unkie Vamp crumbles.
Atamathon the Giant Golem's Rune: Shielding is disrupted by his wounds!
Your resonance field crumbles under the damage!
The psychic field around Unkie Vamp crumbles.
Unkie Vamp performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem resists the vile poison!
Unkie Vamp performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem resists the vile poison!
Unkie Vamp performs a melee critical strike against Atamathon the Giant Golem!
Unkie Vamp performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem shrugs off the effect 'Armor Corroded'!
Unkie Vamp performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem resists the vile poison!
Unkie Vamp deactivates Leeching Poison.
Unkie Vamp has finished recovering.
Unkie Vamp aims less carefully.
Unkie Vamp deactivates Trained Reactions.
Unkie Vamp is no longer focused on penetrating defenses.
Unkie Vamp is no longer evading attacks.
Unkie Vamp deactivates Precise Strikes.
Unkie Vamp deactivates Premonition.
The protective shield of Unkie Vamp disappears.
Unkie Vamp deactivates Volatile Poison.
Unkie Vamp deactivates Quickdraw.
Unkie Vamp deactivates Apply Poison.
Unkie Vamp deactivates Chant of Fortitude.
Unkie Vamp deactivates Blade Flurry.



























































































































































































