














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 50 / 3993% |
| Size | medium |
| Lifes / Deaths | Killed by Emelubeth the brown bear at level 40 on the 9th Mirth 123rd year of Ascendancy at 13:21 / 1 |
Primary Stats
| Strength | 55 (base 16) |
| Dexterity | 119 (base 60) |
| Constitution | 114 (base 60) |
| Magic | 53 (base 13) |
| Willpower | 88 (base 31) |
| Cunning | 145 (base 60) |
Resources
| Life | 1620/1620 |
| Mana | 0/664 |
| Stamina | 392/392 |
| Healing Factor | 1.4096463089013 |
| Regeneration | 23.362281058183 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1989.9281489036 |
| Infravision | 12 |
| See Stealth | 72.053391256231 |
| See Invisible | 72.053391256231 |
| Stealth | 81 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 75 |
| Crit Chance | 79% |
| APR | 84 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 99 |
| Accuracy | 75 |
| Crit Chance | 94% |
| APR | 90 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +54% |
| Lightning | +66% |
| Light | +22% |
| Nature | +102% |
| Darkness | +27% |
| Arcane | +19% |
| Cold | +33% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +25% |
| All | 0% |
| Physical | +30% |
| Darkness | +20% |
| Nature | +113% |
Defense: Base
| Armour (hardiness) | 31 (38.594633868923%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 43 |
| Mental Save | 51 |
Defense: Resistances
| Blight | + 48%( 70%) |
| Physical | + 51%( 70%) |
| Cold | + 53%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 62%( 70%) |
| Light | + 56%( 80%) |
| Darkness | + 43%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Pinning Resistance | 10% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 7 times. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 48% for 2 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 1152% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 189 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 2.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 7/5 |
| 5/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Premonition |
| talent | Leeching Poison |
| talent | Volatile Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.9 and stamina regeneration by 1.3. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 180 - 252 Accuracy: 91 (knife) APR: 90 Crit Chance: +95% Crit mult: 259% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 48% chance to deflect up to 29 damage from the next 3.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Xeroriwyn the orc soldier. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by elder vampire. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by skeleton magus. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3820. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | 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 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+4 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 19 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. |
| Light source | Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | 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 (+2 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 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 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 | hardened leather gloves 'Growthgrind' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +10 Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +5 Dex / +8 Wil / +7 Cun Changes resistances penetration: +25% nature Maximum hate: +4.00 Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Xeranor the Windhunt [power 548] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 68% Changes resistances: +18% lightning / +18% fire Changes resistances penetration: +25% lightning Changes damage: +9% lightning / +6% nature / +15% light Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 548 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Scabpiercer'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +30 (+9 eff.) Damage when hit (Melee): 8 nature Changes stats: +7 Dex / +7 Con Changes resistances penetration: +25% nature Physical save: +14 (+4 eff.) Only die when reaching: -80.80 life Rings make your fingers look great! |
| On fingers | voratun bloodstone ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+6 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Fatigue: -10% Effects on melee hit: * 22% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Cun / +10 Dex Reduces incoming crit damage: 5.00% Maximum encumbrance: +38 Stun/Freeze immunity: +60% Life regen: +4.38 Only die when reaching: -87.64 life Healing mod.: +10% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +8 Dex / +8 Cun / +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +20% lightning Damage affinity(heal): +20% lightning Reduces incoming crit damage: 23.00% Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
| In main hand | voratun waraxe 'Icetooth' (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +8 cold When wielded/worn: Armour penetration: +25 Physical crit. chance: +24.0% Armour: +2 Damage when hit (Melee): 2 cold Changes stats: +9 Str / +10 Dex / +11 Mag / +13 Wil / +13 Cun / +13 Con Critical mult.: +66.00% Poison immunity: +20% Pinning immunity: +10% Knockback immunity: +20% Light radius: +3 One-handed war axes. |
| Around waist | Berakalthofast the PoxknaveInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +8 Cun / +4 Str Changes resistances penetration: +20% darkness / +33% nature Changes damage: +27% nature Physical save: +11 (+3 eff.) Mindpower: +50 (+11 eff.) Mental crit. chance: +11% Light radius: +4 A belt that goes around your waist. |
| In off 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: +0.2% 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. |
| Cloak | Growthquencher (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +8 Str / +4 Dex / +6 Mag / +12 Wil / +10 Cun / +4 Con Changes resistances penetration: +30% physical Changes damage: +12% arcane / +12% nature Critical mult.: +10.00% Physical save: +15 (+4 eff.) Maximum life: +97.00 Spell crit. chance: +7% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galetobers the Festerworth (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 20% chance to reduce damage dealt by 32% Damage when hit (Melee): 4 darkness Changes stats: +7 Str / +7 Mag / +6 Wil Changes resistances: +21% lightning / +22% physical / +17% blight / +15% cold / +6% nature / +15% all Changes resistances penetration: +15% nature Changes damage: +30% lightning / +47% physical / +26% cold Life regen: +6.00 Maximum life: +70.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 289; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 289 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 345; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 345 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -1070; dur 7; cd 33)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: 33 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 7 turns. While Heroism is active, you will only die when reaching -1070 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1070 life, 7 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. |
heroism infusion of the sneak (die at -1096; dur 7; cd 33)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: 33 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 7 turns. While Heroism is active, you will only die when reaching -1096 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1096 life, 7 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 warrior (speed 700%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 700% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 760; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 760 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental, physical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, physical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 44%; magical, mental; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 44% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 36%; mental; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 47%; mental, magical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 47% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 46%; mental; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 46% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 43%; magical, physical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 29%; mental, magical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, temporal, fire, physical, cold)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) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 5 temporal, 5 fire, 2 physical, 5 cold 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 365 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 psychic (absorb 124; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 124 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 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. |
shatter afflictions rune of the psychic (absorb 188; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 188 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 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. |
stormshield rune (threshold 21; blocks 1; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 1 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Ce'Nomira the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +2 Physical crit. chance: +5.0% Physical power: +15 (+5 eff.) Changes stats: +10 Dex Changes resistances: +16% mind Cut immunity: +80% Maximum stamina: +30.00 Healing mod.: +25% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 429 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Cloudpower the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Damage when hit (Melee): 6 lightning Changes damage: +3% physical Talent mastery: +0.25 Technique / Combat techniques Critical mult.: +15.00% Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Erurig the BalancestreakerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 68% Changes stats: +10 Mag Changes resistances: +6% nature Changes resistances penetration: +5% darkness Changes damage: +12% blight / +15% fire / +3% nature / +18% darkness Talent masteries: +0.38 Cunning / Stealth +0.38 Technique / Duelist Critical mult.: +17.00% Spellpower: +14 (+4 eff.) Amulets make your neck look great! |
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 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gilirig the CracklemirePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Changes stats: +5 Mag Changes resistances penetration: +10% lightning Changes damage: +6% fire Knockback immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Grinoredas the CracklewilterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 10 lightning / 10 cold Changes stats: +17 Lck / +5 Mag Changes resistances penetration: +25% blight Changes damage: +15% arcane / +18% blight Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
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, 256 strength, based on Magic) for 5 turns Activation costs 15 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. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 18 power out of 60/60) : Effective talent level: 3.0 Power cost: 18 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 14 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. |
Rhydrantir the CracklescarPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 2 lightning Changes stats: +7 Str / +9 Dex / +6 Mag / +8 Wil Changes resistances: +18% lightning / +15% fire Changes damage: +7% acid / +7% fire / +8% cold / +7% lightning Life regen: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 629.86 physical damage (based on Magic) in a radius of 3 Activation costs 36 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Tarrolatharach the CloudbutcherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +9 Cun / +8 Wil Changes damage: +15% lightning Mental save: +9 (+3 eff.) Psi when hit: +0.16 Mindpower: +20 (+5 eff.) Light radius: +3 Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 22 power out of 36/36) : Effective talent level: 4.0 Power cost: 22 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (140). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
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 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 30 power out of 80/80) : Effective talent level: 1.0 Power cost: 30 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +21% Amulets make your neck look great! |
clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +28% Amulets make your neck look great! |
copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets make your neck look great! |
gold amulet 'Duviharagodor'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +3 Cun Changes resistances: +12% mind Critical mult.: +20.00% Physical save: +14 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +16 (+6 eff.) Spell crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
gold amulet 'Hazestrike'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +9% blight / +21% fire / +18% cold Critical mult.: +15.00% Physical save: +19 (+5 eff.) Spell save: +19 (+6 eff.) Mental save: +18 (+6 eff.) Psi when hit: +0.08 Amulets make your neck look great! |
gold amulet 'Healviper'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Damage when hit (Melee): 10 nature Changes stats: +2 Mag Changes resistances: +21% lightning / +5% arcane Stun/Freeze immunity: +30% Light radius: +3 Amulets make your neck look great! |
gold amulet 'Tempestwake'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 10% chance to blind * 10% chance to reduce damage dealt by 32% Damage when hit (Melee): 4 temporal Changes resistances: +15% lightning / +12% mind Changes resistances penetration: +25% mind Changes damage: +10% darkness / +30% mind / +10% light Amulets make your neck look great! |
grounding voratun amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 32% * 11% chance to blind Changes resistances: +29% lightning Changes damage: +10% light / +11% darkness Stun/Freeze immunity: +42% Amulets make your neck look great! |
insulating gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +16% fire / +13% cold Amulets make your neck look great! |
restful copper amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +2.00 Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets make your neck look great! |
restful gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +2.00 Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +35.00 Amulets make your neck look great! |
restful stralite amulet of perfection (0.24 Cunning / Stealth,0.24 Cunning / Lethality)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Talent masteries: +0.24 Cunning / Stealth +0.24 Cunning / Lethality Life regen: +3.00 Amulets make your neck look great! |
restful voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +2 Mag Life regen: +3.00 Mana each turn: +0.44 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +60.00 Amulets make your neck look great! |
savior's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Physical save: +14 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+5 eff.) Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Amulets make your neck look great! |
savior's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +22 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +17 (+6 eff.) Amulets make your neck look great! |
serendipitous stralite amulet of mastery (0.34 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +17 (+4 eff.) Changes stats: +11 Lck Talent mastery: +0.34 Cunning / Survival Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
starlit steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +14% light / +11% darkness Blindness immunity: +20% Amulets make your neck look great! |
starlit stralite amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 13 light / 13 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 32% * 13% chance to blind Changes resistances: +19% light / +26% darkness Changes damage: +9% light / +11% darkness Blindness immunity: +40% Amulets make your neck look great! |
starseer's stralite amulet of magic (+7)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes damage: +7% darkness / +6% temporal / +7% light / +6% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
starseer's voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes damage: +7% darkness / +7% temporal / +7% light / +7% physical Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
starseer's voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +7% darkness / +6% temporal / +7% light / +7% physical Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
steel amulet 'Blizzardstoker'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 light / 6 cold Changes resistances: +12% light / +9% cold Changes damage: +6% light / +15% cold Life regen: +2.00 Amulets make your neck look great! |
steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
stralite amulet 'Baryrand'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Dex / +2 Mag Changes resistances: +14% fire / +18% cold Changes damage: +12% temporal Blindness immunity: +19% Cut immunity: +60% Infravision radius: +12 Sight radius: +2 See invisible: +9 Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 429 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
vitalizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +9 (+3 eff.) Blindness immunity: +21% Life regen: +6.00 Maximum life: +47.00 Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
vitalizing stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Physical save: +11 (+3 eff.) Blindness immunity: +30% Life regen: +7.00 Maximum life: +55.00 Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
voratun amulet of perfection (0.25 Technique / Mobility,0.25 Cunning / Artifice)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.25 Technique / Mobility +0.25 Cunning / Artifice Amulets make your neck look great! |
voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +13% blight / +10% fire Critical mult.: +15.00% Spellpower: +13 (+4 eff.) Amulets make your neck look great! |
wanderer's voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +9 Dex / +5 Mag / +7 Cun / +7 Con Life regen: +3.00 Stamina each turn: +0.90 Mana each turn: +0.45 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +44.00 Movement speed: +10% Amulets make your neck look great! |
warmaker's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +8 Dex / +8 Wil Amulets make your neck look great! |
warrior's voratun amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +11% physical Stamina each turn: +0.90 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
AnegrimPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Wil Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Spellpower: +7 (+2 eff.) Mindpower: +23 (+6 eff.) Mental crit. chance: +8% Rings make your fingers look great! |
BarekathCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil / +4 Cun / +1 Con Changes resistances: +6% fire / +1% physical Spell save: +24 (+8 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +30% Pinning immunity: +26% Knockback immunity: +55% Maximum life: +26.00 Maximum stamina: +20.00 Mindpower: +5 (+1 eff.) Healing mod.: +5% Rings make your fingers look great! |
BlastmasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +13 Physical power: +15 (+5 eff.) Changes resistances penetration: +26% lightning / +20% physical Changes damage: +18% blight Stun/Freeze immunity: +41% Life regen: +8.00 Only die when reaching: -82.37 life Rings make your fingers look great! |
BlastripperPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +10 Str / +8 Mag / +8 Wil / +9 Con Changes resistances: +9% lightning Changes damage: +18% blight Stun/Freeze immunity: +50% Life regen: +7.00 Mana each turn: +0.16 Mana when firing critical spell: +2.00 Maximum vim: +30.00 Spellpower: +15 (+5 eff.) Rings make your fingers look great! |
BlazecrackPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Dex / +3 Mag / +9 Cun Changes resistances: +9% light / +5% arcane Changes damage: +3% arcane Physical save: +7 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+3 eff.) Spellpower: +7 (+2 eff.) Rings make your fingers look great! |
Ce'Nalle the PhlegmbaneInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 31% Damage when hit (Melee): 6 mind / 6 acid Changes resistances: +21% acid / +40% cold Changes resistances penetration: +26% mind Changes damage: +15% nature / +31% temporal / +18% mind / +20% cold Rings make your fingers look great! |
Deepsstun the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +15% lightning / +18% fire / +12% darkness Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +6% darkness Stun/Freeze immunity: +29% Life regen: +4.00 Rings make your fingers look great! |
DuskwalkerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun / +2 Con Changes resistances: +21% darkness Critical mult.: +20.00% Physical save: +18 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +30 (+10 eff.) Maximum psi: +20.00 Mental crit. chance: +4% Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
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 (+3 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 75.95 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 19 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. |
Fireripper the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 10% chance to slow global speed by 68% Changes resistances: +5% arcane Changes damage: +6% fire Disease immunity: +20% Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
Gandil the ChillbringerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 40 Damage (Melee): 16 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 40 Damage (Ranged): 17 physical Changes stats: +4 Cun Changes resistances penetration: +25% acid / +15% cold Changes damage: +27% mind Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +17.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+4 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. |
Gloryta the NaturewedgeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +6 Cun / +9 Str Changes resistances: +15% temporal Changes resistances penetration: +20% temporal Maximum psi: +40.00 Mindpower: +30 (+7 eff.) Rings make your fingers look great! |
HanaromichakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +13 (+5 eff.) Damage when hit (Melee): 6 blight Changes stats: +9 Str / +7 Dex / +10 Cun / +8 Con Changes resistances: +44% lightning / +18% fire / +3% darkness / +3% acid Changes damage: +19% lightning Maximum life: +20.00 Rings make your fingers look great! |
Korolach the EbonycrackInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +30 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +5 Con Changes resistances: +6% acid Changes resistances penetration: +15% darkness Reduces incoming crit damage: 15.00% Physical save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Rings make your fingers look great! |
Layeleyamira the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Dex / +6 Cun / +2 Con Changes resistances: +6% cold / +36% light / +6% temporal Changes damage: +18% light Poison immunity: +20% Hate when firing a critical mind attack: +2.00 Rings make your fingers look great! |
Lelolegund the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -7% Changes stats: +5 Str / +6 Dex / +6 Cun / +6 Con Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Maximum encumbrance: +28 Rings make your fingers look great! |
Lightningward the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Wil / +7 Cun / +4 Con Changes resistances: +6% light / +20% temporal Changes resistances penetration: +10% lightning / +15% light Changes damage: +9% lightning / +20% temporal / +3% light Spell save: +12 (+4 eff.) Maximum stamina: +22.00 Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 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. |
Murkborn the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes resistances: +24% cold / +6% mind / +12% fire Changes resistances penetration: +25% mind Changes damage: +9% fire / +27% darkness / +12% cold Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 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. |
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 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
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 (+4 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. |
ScaldwormInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind / 10 fire Changes resistances: +6% nature / +15% darkness Changes resistances penetration: +25% mind Changes damage: +12% mind Critical mult.: +15.00% Life regen: +19.00 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Healing mod.: +17% Rings make your fingers look great! |
TurygarinInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Cun Changes resistances: +15% acid / +38% nature / +6% mind Changes damage: +19% nature Life regen: +32.00 Only die when reaching: -40.00 life Maximum life: +181.00 Healing mod.: +55% Rings make your fingers look great! |
Ulyrogen the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Changes stats: +2 Str / +7 Mag / +6 Wil Changes resistances: +9% blight / +36% cold / +15% light Changes damage: +18% cold Reduces incoming crit damage: 15.00% Healing mod.: +15% Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.09 cold and 29.06 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 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 149.15 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. |
Xerywyn the BlizzardkarmaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +15% lightning / +18% cold / +6% arcane Changes resistances penetration: +29% fire / +29% cold Changes damage: +33% lightning / +12% cold Mindpower: +13 (+3 eff.) Rings make your fingers look great! |
Yarylen the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +4 Mag / +8 Cun / +8 Con Changes resistances: +5% arcane Disarm immunity: +41% Pinning immunity: +39% Knockback immunity: +40% Maximum life: +36.00 Rings make your fingers look great! |
conjurer's copper ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +5 Mag / +5 Wil Spellpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Spellpower: +9 (+3 eff.) Rings make your fingers look great! |
conjurer's stralite ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Blindness immunity: +34% Spellpower: +9 (+3 eff.) Infravision radius: +5 See stealth: +13 See invisible: +8 Rings make your fingers look great! |
conjurer's stralite ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Blindness immunity: +27% Spellpower: +9 (+3 eff.) Infravision radius: +5 See stealth: +11 See invisible: +17 Rings make your fingers look great! |
conjurer's stralite ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +7 Wil Disarm immunity: +39% Pinning immunity: +38% Knockback immunity: +36% Maximum life: +44.00 Spellpower: +9 (+3 eff.) Rings make your fingers look great! |
conjurer's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +6 Wil Changes resistances: +21% acid / +25% fire / +28% lightning / +22% cold Spellpower: +11 (+3 eff.) Rings make your fingers look great! |
copper onyx ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 14 light Changes stats: +3 Str / +3 Dex / +5 Mag / +3 Wil / +3 Cun / +3 Con Changes damage: +11% light Rings make your fingers look great! |
copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Physical power: +7 (+3 eff.) Defense: +11 (+3 eff.) Changes stats: +6 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
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: +12 (+4 eff.) Changes stats: +7 Str / +8 Con Life regen: +9.00 Maximum life: +64.00 Healing mod.: +18% Rings make your fingers look great! |
gladiator's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Str / +7 Con Stun/Freeze immunity: +30% Life regen: +3.00 Rings make your fingers look great! |
gladiator's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Damage (Melee): 40 light Damage (Ranged): 28 light Changes stats: +6 Str / +9 Mag / +7 Con Changes damage: +20% light Rings make your fingers look great! |
gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +4 Wil Stun/Freeze immunity: +30% Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Stun/Freeze immunity: +30% Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Spell save: +13 (+4 eff.) Stun/Freeze immunity: +30% Maximum stamina: +21.00 Rings make your fingers look great! |
marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
marksman's steel ring of arcana (+0.18/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Silence immunity: +28% Mana each turn: +0.18 Rings make your fingers look great! |
marksman's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
mule'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: +5 (+2 eff.) Fatigue: -5% Maximum encumbrance: +22 Spellpower: +5 (+1 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
mule's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Blindness immunity: +20% Infravision radius: +4 See stealth: +10 See invisible: +6 Rings make your fingers look great! |
painweaver's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+5 eff.) Changes resistances: +24% acid / +16% fire / +14% lightning / +18% cold Changes damage: +8% all Spellpower: +17 (+5 eff.) Mindpower: +13 (+3 eff.) Rings make your fingers look great! |
painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+5 eff.) Changes damage: +4% all Life regen: +19.00 Maximum life: +57.00 Spellpower: +20 (+6 eff.) Mindpower: +20 (+5 eff.) Healing mod.: +16% Rings make your fingers look great! |
painweaver's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+5 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 40 Damage (Melee): 18 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 40 Damage (Ranged): 16 physical Changes stats: +7 Cun Changes damage: +6% all Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Spellpower: +12 (+4 eff.) Mindpower: +13 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
painweaver's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +16 Physical power: +16 (+6 eff.) Defense: +14 (+3 eff.) Changes damage: +6% all Spellpower: +15 (+5 eff.) Mindpower: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +5 Mag Spellpower: +5 (+1 eff.) Rings make your fingers look great! |
pixie's voratun ring of fire (+40%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Mag Changes resistances: +40% fire Changes damage: +20% fire Spellpower: +11 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
psionicist's stralite ring of the mountain (+15%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +15% physical Changes damage: +15% physical Mental save: +12 (+4 eff.) Rings make your fingers look great! |
rogue's gold ring of corrosion (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Cun Changes resistances: +28% acid Changes damage: +14% acid Rings make your fingers look great! |
rogue's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
savage's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +18% acid / +17% fire / +25% lightning / +26% cold Spell save: +18 (+6 eff.) Maximum stamina: +19.00 Rings make your fingers look great! |
savage's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Spell save: +15 (+5 eff.) Maximum stamina: +22.00 Rings make your fingers look great! |
savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Spell save: +20 (+6 eff.) Life regen: +16.00 Maximum life: +93.00 Maximum stamina: +35.00 Healing mod.: +20% Rings make your fingers look great! |
savior's steel ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Silence immunity: +20% Mana each turn: +0.10 Rings make your fingers look great! |
savior's voratun ring of nature (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +28% nature Changes damage: +14% nature Physical save: +14 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +16 (+6 eff.) Rings make your fingers look great! |
sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +8 Cun / +5 Dex Rings make your fingers look great! |
sneakthief's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +8 Cun / +10 Dex Mental save: +11 (+4 eff.) Confusion immunity: +29% Rings make your fingers look great! |
sneakthief's voratun ring of corrosion (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +7 Cun / +8 Dex Changes resistances: +40% acid Changes damage: +20% acid Rings make your fingers look great! |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +10 Cun / +8 Dex Life regen: +19.00 Maximum life: +80.00 Healing mod.: +15% Rings make your fingers look great! |
solipsist's stralite ring of time (+18%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes resistances: +18% temporal Changes damage: +18% temporal Mindpower: +12 (+3 eff.) Rings make your fingers look great! |
solipsist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +13 (+3 eff.) Changes stats: +6 Cun / +6 Wil Mindpower: +11 (+3 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.6 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
solipsist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +14 (+3 eff.) Changes stats: +8 Cun / +8 Wil Mindpower: +15 (+4 eff.) Movement speed: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.9 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
stralite bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +7 Wil Stun/Freeze immunity: +60% Spellpower: +11 (+3 eff.) Rings make your fingers look great! |
stralite quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Stun/Freeze immunity: +30% Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +13.00 Maximum life: +77.00 Healing mod.: +15% Rings make your fingers look great! |
stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +11 Defense: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings make your fingers look great! |
titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings make your fingers look great! |
treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +8% nature / +8% blight Poison immunity: +13% Disease immunity: +12% Rings make your fingers look great! |
treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% nature / +6% blight Poison immunity: +10% Disease immunity: +12% Rings make your fingers look great! |
treant's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% nature / +7% blight Mental save: +5 (+2 eff.) Poison immunity: +13% Disease immunity: +10% Confusion immunity: +24% Rings make your fingers look great! |
treant's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +11% nature / +9% blight Poison immunity: +23% Disease immunity: +19% Rings make your fingers look great! |
treant's voratun ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +11% nature / +12% blight Mental save: +13 (+5 eff.) Poison immunity: +18% Disease immunity: +20% Confusion immunity: +33% Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +17 (+5 eff.) Stun/Freeze immunity: +60% Maximum stamina: +40.00 Rings make your fingers look great! |
voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Damage (Melee): 22 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 40 Damage (Ranged): 28 physical Changes stats: +6 Cun Stun/Freeze immunity: +60% 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 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun bloodstone ringInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+5 eff.) Changes stats: +9 Str / +9 Con Stun/Freeze immunity: +60% Life regen: +13.00 Maximum life: +86.00 Healing mod.: +15% Rings make your fingers look great! |
voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +19.00 Maximum life: +100.00 Healing mod.: +18% Rings make your fingers look great! |
voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 30 light Damage (Ranged): 31 light Changes stats: +6 Mag Changes damage: +14% light Rings make your fingers look great! |
voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 40 Damage (Melee): 14 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 40 Damage (Ranged): 29 physical Changes stats: +7 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
warrior's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 13 light Damage (Ranged): 14 light Changes stats: +2 Str / +3 Mag Changes damage: +12% light Rings make your fingers look great! |
warrior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
warrior's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +23% acid / +23% fire / +18% lightning / +22% cold Rings make your fingers look great! |
warrior's voratun ring of frost (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +30% cold Changes damage: +15% cold Rings make your fingers look great! |
warrior's voratun ring of lightning (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +30% lightning Changes damage: +15% lightning Rings make your fingers look great! |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings make your fingers look great! |
wizard's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Stun/Freeze immunity: +25% Life regen: +5.00 Rings make your fingers look great! |
wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Mag Spell save: +6 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
Alugas the Noonrupture (28-37 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+5 eff.) Damage when hit (Melee): 6 fire Changes stats: +6 Mag Changes resistances: +15% light Mental save: +15 (+5 eff.) Maximum life: +100.00 Healing mod.: +20% Sharp, short and deadly. |
Betenn the voratun dagger (38-50 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: 38.5 - 50.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 21 arcane resource burn Damage (Melee): +20 nature Damage (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +46 (+10 eff.) Armour penetration: +14 Changes stats: +8 Str / +5 Wil Changes resistances: +6% darkness / +6% cold Changes resistances penetration: +15% all Changes damage: +14% physical Sharp, short and deadly. |
Branagarig the Blazestreak (36-47 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: 36.5 - 47.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Damage (radius 1) on hit: +8 light When wielded/worn: Accuracy: +22 (+5 eff.) Physical power: +15 (+5 eff.) Damage when hit (Melee): 8 darkness Changes stats: +7 Str / +3 Mag / +3 Wil / +6 Con Changes resistances: +9% light Changes resistances penetration: +15% physical Changes damage: +11% physical Reduces incoming crit damage: 15.66% Disarm immunity: +20% Sharp, short and deadly. |
Camyrab the voratun dagger (38-49 power, 19 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +41% Damage (Melee): +24 physical When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +15 Physical power: +25 (+8 eff.) Damage when hit (Melee): 14 physical Changes resistances: +6% physical Changes resistances penetration: +14% physical Stamina each turn: +4.00 Only die when reaching: -100.00 life Maximum stamina: +40.58 Maximum hate: +12.00 Sharp, short and deadly. |
Delehor the voratun dagger (36-47 power, 9 apr)Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Changes stats: +7 Cun / +4 Dex Changes resistances penetration: +25% arcane Mana each turn: +0.16 Mana when firing critical spell: +2.00 Spellpower: +15 (+5 eff.) Light radius: +3 Sharp, short and deadly. |
Gleamwake (28-37 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +25% arcane / +13% physical Reduces incoming crit damage: 15.00% Spell save: +18 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Light radius: +3 Sharp, short and deadly. |
Scummalice (20-25 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 acid / +20 cold / +12 nature Damage (radius 1) on hit: +12 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 31% Damage when hit (Melee): 10 nature Changes resistances penetration: +25% nature Sharp, short and deadly. |
caustic stralite dagger of shearing (30-38 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +15 acid / +25 nature When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +24 Changes resistances penetration: +15% acid / +20% nature / +9% all Sharp, short and deadly. |
quick voratun dagger of ruin (38-49 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: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +11 Physical crit. chance: +14.0% Changes stats: +7 Dex Critical mult.: +22.00% Combat speed: +10% Sharp, short and deadly. |
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: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+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 119 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." |
Chamonik the CurerazeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +14 Mag / +7 Cun / +4 Con Changes resistances: +13% fire / +15% cold Changes resistances penetration: +30% nature Changes damage: +21% blight Mana each turn: +0.20 Spellpower: +35 (+11 eff.) See invisible: +15 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 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 5.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 65 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 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Lisolle the CinderticklerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 23% chance to reduce all saves and defense by 40 Damage when hit (Melee): 12 mind Changes resistances: +35% fire Changes resistances penetration: +20% physical / +20% fire Changes damage: +27% mind Critical mult.: +15.00% Stealth bonus: +7 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 232, based on Magic) for 10 turns Activation costs 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
ObsidianbiterPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to slow global speed by 68% * 27% chance to reduce damage dealt by 32% Changes stats: +11 Mag Changes resistances: +7% arcane / +12% acid Changes damage: +24% darkness / +30% cold Disease immunity: +27% Cut immunity: +27% Confusion immunity: +27% Life regen: +5.38 Mana each turn: +0.60 Maximum mana: +60.00 A belt that goes around your waist. |
balancing drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +5 (+2 eff.) Changes stats: +6 Cun / +6 Dex Critical mult.: +15.00% Mental crit. chance: +14% A belt that goes around your waist. |
drakeskin leather belt 'Shockkiss'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Str / +6 Dex Changes resistances penetration: +25% lightning / +25% nature Changes damage: +30% lightning Physical save: +15 (+4 eff.) Mindpower: +12 (+3 eff.) Infravision radius: +3 A belt that goes around your waist. |
hardened leather belt 'Loamsweep'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 4 nature Changes stats: +5 Cun / +5 Dex Changes resistances: +8% acid / +3% light / +19% cold / +14% fire / +12% nature / +7% lightning Changes resistances penetration: +15% light Changes damage: +3% nature Mental crit. chance: +8% A belt that goes around your waist. |
Bilewrither (13 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +10 Con Changes resistances: +40% lightning / +25% fire / +21% light Changes resistances penetration: +25% nature Changes damage: +24% nature Stealth bonus: +14 Physical save: +24 (+7 eff.) Spell save: +15 (+5 eff.) Life regen: +5.38 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazekiss (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +33% acid / +6% cold / +6% fire / +5% arcane / +6% lightning Changes resistances penetration: +20% lightning / +10% acid Changes damage: +6% lightning / +6% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Huryrain (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Changes resistances: +6% lightning / +12% temporal / +6% cold / +24% acid Mental save: +11 (+4 eff.) Cut immunity: +20% Silence immunity: +20% 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. |
Morningtide (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +23 (+5 eff.) Defense: +11 (+3 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +3 Cun / +3 Dex Changes resistances: +26% light / +18% fire Changes resistances penetration: +20% light Changes damage: +12% light Stealth bonus: +13 Maximum life: +90.00 Maximum stamina: +31.00 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 (+2 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 (+6 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+7 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 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. |
elven-silk cloak 'Blizzardbearer' (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 31% Changes stats: +3 Mag / +9 Wil / +6 Cun Changes resistances: +21% acid / +9% cold Changes resistances penetration: +10% mind Critical mult.: +27.00% Stealth bonus: +15 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Cyrodhetha' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Dex / +2 Cun / +6 Con Changes resistances: +18% acid / +15% mind Talent mastery: +0.40 Technique / Combat training Spell save: +15 (+5 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Stamina each turn: +1.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of conjuring (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +20% darkness Changes resistances penetration: +15% arcane / +20% darkness Changes damage: +13% arcane / +25% darkness Critical mult.: +29.00% Stealth bonus: +24 Maximum mana: +68.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Coalrend (7 def, 8 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +7 (+2 eff.) Effects on melee hit: * 23% chance to reduce damage dealt by 32% Changes stats: +3 Dex / +9 Mag / +1 Wil / +2 Cun Changes resistances: +45% acid / +15% light / +45% fire / +14% darkness / +15% all Changes damage: +30% acid / +30% fire / +30% light Reduces incoming crit damage: 5.00% Maximum life: +70.00 Light radius: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardisus the Taintpower (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +18% lightning / +26% physical / +30% cold / +15% fire / +5% arcane / +13% all Changes resistances penetration: +25% nature Changes damage: +26% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Carrionwish the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +6 Con Changes resistances: +12% nature / +4% physical Changes damage: +35% nature / +24% physical Maximum encumbrance: +50 Physical save: +15 (+4 eff.) Maximum stamina: +34.86 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinetha the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -8% Changes stats: +5 Str / +3 Dex / +3 Con Changes resistances: +6% nature / +15% darkness Maximum encumbrance: +38 Physical save: +26 (+7 eff.) Stun/Freeze immunity: +20% Maximum stamina: +30.00 See invisible: +18 A pair of boots made of leather. |
Salunne (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +11 Lck / +6 Dex Changes resistances: +9% nature Changes damage: +6% mind Stealth bonus: +11 Mental save: +15 (+5 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Hate when firing a critical mind attack: +5.00 Mental crit. chance: +7% A pair of boots made of leather. |
Scorched Boots (4 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+4 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 18 power out of 40/40) : Effective talent level: 3.0 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 15.03 blight damage and is poisoned for 60.12 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Singestinger (15 def, 11 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +11 Defense: +15 (+3 eff.) Changes stats: +15 Str / +6 Dex / +6 Wil / +6 Con Changes resistances: +9% fire Changes resistances penetration: +10% physical Changes damage: +12% fire Mindpower: +9 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Vilenight' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +5 Damage when hit (Melee): 6 fire Changes stats: +11 Con / +10 Wil Changes resistances: +12% nature Changes resistances penetration: +25% nature / +15% physical Changes damage: +9% fire Mindpower: +16 (+4 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of hardened leather boots 'Earthblast' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +7 Str / +2 Dex / +7 Cun / +5 Con Changes resistances penetration: +25% nature Changes damage: +9% nature / +8% physical Light radius: +2 Size category: +1 A pair of boots made of leather. |
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% Str, 40% Cun, 40% Dex 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. |
Gima (0 def, 10 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +29 (+6 eff.) Armour penetration: +4 Physical power: +30 (+9 eff.) Armour: +10 Changes stats: +6 Dex Changes resistances penetration: +25% physical Critical mult.: +15.00% When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +11.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Maledas the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +6 Physical crit. chance: +20.0% Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +4% physical Changes damage: +9% arcane / +6% blight Critical mult.: +14.00% Mana each turn: +0.24 Spellpower: +25 (+8 eff.) Spell crit. chance: +16% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Aerukira the Sparkbloom (0 def, 11 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Damage when hit (Melee): 10 lightning Changes stats: +8 Mag / +10 Wil / +9 Con Changes resistances: +15% acid / +15% fire / +13% lightning / +14% cold Changes resistances penetration: +10% blight / +15% temporal Changes damage: +13% blight / +32% arcane Maximum vim: +40.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Infravision radius: +4 A cap made of leather. |
Arirabeth the Jetquencher (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 32% Damage when hit (Melee): 4 cold Changes stats: +9 Str / +9 Dex / +8 Wil / +8 Cun / +8 Con Changes resistances: +15% acid / +9% darkness / +8% fire / +15% blight / +18% cold / +14% nature / +10% lightning Changes resistances penetration: +20% darkness / +15% light Changes damage: +6% cold Spell save: +10 (+3 eff.) Mental save: +15 (+5 eff.) Maximum life: +97.00 Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Camolagas (3 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Changes stats: +5 Mag Changes resistances: +48% light Changes damage: +20% light / +6% arcane Silence immunity: +20% Teleport immunity: +20% Maximum mana: +80.00 A pointy cloth hat, very wizardly... |
Eclipsecut the voratun helm (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: * 27% chance to reduce damage dealt by 32% Damage when hit (Melee): 10 darkness Changes stats: +10 Con Changes resistances: +15% darkness / +20% mind Changes resistances penetration: +15% mind / +30% nature Changes damage: +9% nature / +12% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Issolin the drakeskin leather cap (32 def, 11 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +32 (+9 eff.) Armour: +11 Defense: +32 (+7 eff.) Fatigue: +5% Changes stats: +5 Cun / +5 Wil Maximum vim: +52.68 Spellpower: +25 (+8 eff.) Mindpower: +6 (+1 eff.) A cap made of leather. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+9 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Pitchsmasher (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 68% * 20% chance to reduce damage dealt by 32% Damage when hit (Melee): 6 darkness Changes stats: +4 Str / +3 Wil Changes resistances: +12% darkness Changes resistances penetration: +20% nature Changes damage: +9% nature / +15% fire Mental save: +11 (+4 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scabire the drakeskin leather cap (0 def, 5 armour)Infused by nature 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 68% Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +25% nature Changes damage: +18% light / +24% nature Light radius: +3 A cap made of leather. |
Ulfethel (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 temporal Changes stats: +4 Str / +13 Wil / +4 Cun / +4 Con Changes resistances: +10% blight Changes resistances penetration: +15% temporal Reduces incoming crit damage: 15.00% Mental save: +12 (+4 eff.) Blindness immunity: +20% Poison immunity: +20% Mindpower: +6 (+1 eff.) A cap made of leather. |
drakeskin leather cap 'Aerifast' (10 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +11 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +9 Str / +19 Dex / +8 Cun / +9 Con Changes resistances: +15% fire / +25% darkness / +13% cold Changes resistances penetration: +20% blight / +25% physical Only die when reaching: -80.00 life Infravision radius: +7 A cap made of leather. |
drakeskin leather cap 'Glacierstrike' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 26% chance to slow global speed by 68% Changes resistances: +13% lightning / +14% temporal / +19% mind / +24% fire Changes resistances penetration: +32% cold Reduces incoming crit damage: 19.38% Cut immunity: +26% Knockback immunity: +26% Maximum life: +120.00 A cap made of leather. |
drakeskin leather cap 'Glorylekira' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 21 * 10% chance to reduce armor by 31% Damage when hit (Melee): 4 acid Changes stats: +3 Str / +5 Con Changes resistances: +15% acid / +12% blight / +28% fire / +29% cold / +15% lightning Changes resistances penetration: +20% acid A cap made of leather. |
Duryblek the drakeskin leather armour (30 def, 18 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +18 Defense: +30 (+6 eff.) Fatigue: +8% Changes stats: +9 Dex / +23 Cun / +6 Con Changes resistances: +3% physical Changes resistances penetration: +29% physical Critical mult.: +23.24% Reduces incoming crit damage: 17.43% A suit of armour made of leather. |
Zeridrasablek (35 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +16.0% Physical power: +10 (+4 eff.) Armour: +8 Defense: +35 (+7 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 21 Changes stats: +3 Wil Changes resistances: +9% physical / +20% light / +20% darkness Critical mult.: +18.00% Physical save: +25 (+7 eff.) Stamina each turn: +1.10 Mana when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +80.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +2% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 140 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
3 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. |
2437 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. |
7 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. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-6 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+4 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+5 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Nador the Duathelwrither (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +7 Str / +3 Dex / +4 Con Changes resistances: +6% darkness / +9% fire Changes resistances penetration: +25% darkness Light radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Chargewrest' (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +15 (+5 eff.) Armour: +12 Defense: +20 (+4 eff.) Damage when hit (Melee): 8 light / 8 nature Changes stats: +3 Str / +7 Con Changes resistances penetration: +29% lightning / +29% physical Maximum life: +40.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 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. |
14 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Poronor the alchemist's lampPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +30 (+6 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Changes stats: +4 Con / +3 Mag Changes damage: +21% physical Physical save: +9 (+3 eff.) Poison immunity: +20% Stun/Freeze immunity: +20% Spellpower: +13 (+4 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Shinetouch the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light / 30 fire Changes stats: +3 Str / +2 Dex / +6 Mag / +7 Wil / +4 Cun Changes resistances: +6% light / +10% fire Changes damage: +15% mind Reduces incoming crit damage: 15.00% Blindness immunity: +43% Confusion immunity: +25% Light radius: +14 See stealth: +24 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.2 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Tarreyon the SingebreezeInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +30 (+9 eff.) Damage when hit (Melee): 10 fire Changes stats: +4 Wil Changes resistances: +21% lightning / +15% cold / +18% mind Changes resistances penetration: +33% physical Changes damage: +21% physical Physical save: +15 (+4 eff.) Life regen: +5.29 Mindpower: +40 (+9 eff.) Light radius: +5 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Urthiruileg 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): 12 fire Changes resistances: +6% fire Reduces incoming crit damage: 5.00% Poison immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+3 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
72 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. |
13 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. |
22 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. |
8 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. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 434.42 fire damage (based on Magic) Activation costs 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 120 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 832.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 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. |
Sungrinder [power 434] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3 Con Changes resistances: +16% temporal Changes resistances penetration: +26% blight Changes damage: +24% blight Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Haledar' [power 524] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +7 Wil / +9 Con Changes resistances: +15% blight / +3% physical Spell save: +9 (+3 eff.) Mental save: +24 (+8 eff.) Pinning immunity: +27% Only die when reaching: -60.00 life Maximum life: +60.00 Light radius: +3 Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 524 Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Mucusstar [power 554] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% acid / +2% physical / +6% temporal Maximum wards: +6 lightning / +6 arcane / +6 mind / +5 blight Changes resistances penetration: +10% nature Changes damage: +6% lightning Talent granted: +1 Ward Mental save: +9 (+3 eff.) Confusion immunity: +27% Teleport immunity: +10% Healing mod.: +5% It can be used to create a shield absorbing up to 554 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and 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. |
27 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. |
26 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
32 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. |
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. |
13 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. |
5 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. |
2 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 Dr. Tub ESQ the Cornac Rogue level 37
13rd Pyre 123rd year of Ascendancy at 00:24 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dr. Tub ESQ the Cornac Rogue level 50
25th Dusk 124th year of Ascendancy at 18:35 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Dr. Tub ESQ the Cornac Rogue level 37
11st Pyre 123rd year of Ascendancy at 04:42 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Dr. Tub ESQ the Cornac Rogue level 50
44th Dusk 124th year of Ascendancy at 12:54 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Dr. Tub ESQ the Cornac Rogue level 50
56th Regrowth 124th year of Ascendancy at 07:26 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Dr. Tub ESQ the Cornac Rogue level 40
1st Flare 123rd year of Ascendancy at 18:04 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Dr. Tub ESQ the Cornac Rogue level 49
10th Allure 124th year of Ascendancy at 22:39 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By Dr. Tub ESQ the Cornac Rogue level 50
16th Pyre 124th year of Ascendancy at 23:14 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dr. Tub ESQ the Cornac Rogue level 8
3rd Summertide 122nd year of Ascendancy at 21:57 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Dr. Tub ESQ the Cornac Rogue level 39
8th Mirth 123rd year of Ascendancy at 19:51 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Dr. Tub ESQ the Cornac Rogue level 40
9th Mirth 123rd year of Ascendancy at 06:23 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Dr. Tub ESQ the Cornac Rogue level 22
6th Haze 122nd year of Ascendancy at 19:04 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Dr. Tub ESQ the Cornac Rogue level 50
2nd Haze 124th year of Ascendancy at 22:19 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dr. Tub ESQ the Cornac Rogue level 25
37th Haze 122nd year of Ascendancy at 11:20 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dr. Tub ESQ the Cornac Rogue level 32
65th Regrowth 123rd year of Ascendancy at 13:17 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Dr. Tub ESQ the Cornac Rogue level 50
62nd Dusk 124th year of Ascendancy at 03:51 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Dr. Tub ESQ the Cornac Rogue level 50
6th Pyre 124th year of Ascendancy at 15:15 see stats
Got eggs? (Insane (Roguelike) difficulty)
Finish the Pikataclysm event.By Dr. Tub ESQ the Cornac Rogue level 45
78th Dusk 123rd year of Ascendancy at 16:52 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dr. Tub ESQ the Cornac Rogue level 29
27th Regrowth 123rd year of Ascendancy at 12:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dr. Tub ESQ the Cornac Rogue level 10
10th Flare 122nd year of Ascendancy at 10:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dr. Tub ESQ the Cornac Rogue level 20
37th Dusk 122nd year of Ascendancy at 04:18 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Dr. Tub ESQ the Cornac Rogue level 30
35th Regrowth 123rd year of Ascendancy at 08:48 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Dr. Tub ESQ the Cornac Rogue level 40
8th Mirth 123rd year of Ascendancy at 19:51 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Dr. Tub ESQ the Cornac Rogue level 50
3rd Regrowth 124th year of Ascendancy at 12:53 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Dr. Tub ESQ the Cornac Rogue level 50
25th Dusk 124th year of Ascendancy at 09:21 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dr. Tub ESQ the Cornac Rogue level 50
51st Dusk 124th year of Ascendancy at 00:32 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dr. Tub ESQ the Cornac Rogue level 22
71st Dusk 122nd year of Ascendancy at 13:12 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Dr. Tub ESQ the Cornac Rogue level 46
12nd Haze 123rd year of Ascendancy at 01:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dr. Tub ESQ the Cornac Rogue level 25
37th Haze 122nd year of Ascendancy at 20:37 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Dr. Tub ESQ the Cornac Rogue level 40
9th Mirth 123rd year of Ascendancy at 00:44 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Dr. Tub ESQ the Cornac Rogue level 50
2nd Haze 124th year of Ascendancy at 22:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dr. Tub ESQ the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 23:45 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Dr. Tub ESQ the Cornac Rogue level 50
28th Pyre 124th year of Ascendancy at 03:02 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Dr. Tub ESQ the Cornac Rogue level 46
42nd Haze 123rd year of Ascendancy at 22:38 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 Dr. Tub ESQ the Cornac Rogue level 37
69th Pyre 123rd year of Ascendancy at 06:33 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Dr. Tub ESQ the Cornac Rogue level 50
2nd Haze 124th year of Ascendancy at 22:19 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Dr. Tub ESQ the Cornac Rogue level 50
75th Pyre 124th year of Ascendancy at 04:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dr. Tub ESQ the Cornac Rogue level 7
1st Mirth 122nd year of Ascendancy at 12:51 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dr. Tub ESQ the Cornac Rogue level 42
20th Dusk 123rd year of Ascendancy at 23:20 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dr. Tub ESQ the Cornac Rogue level 30
36th Regrowth 123rd year of Ascendancy at 05:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dr. Tub ESQ the Cornac Rogue level 17
32nd Dusk 122nd year of Ascendancy at 22:11 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Dr. Tub ESQ the Cornac Rogue level 40
9th Mirth 123rd year of Ascendancy at 13:21 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dr. Tub ESQ the Cornac Rogue level 36
9th Pyre 123rd year of Ascendancy at 14:07 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the outskirts of Last Hope, with no trace of the portal...
Dr. Tub ESQ deactivates Stealth.
Saving game...
Ran for 4 turns (stop reason: hostile spotted to the northwest (ziguranth patrol)).
Today is the 8th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Ran for 3 turns (stop reason: hostile spotted to the northeast (ziguranth patrol)).
Talent Stealth is ready to use.
Today is the 9th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Saving done.
Today is the 10th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 11st Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Today is the 12nd Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Today is the 13rd Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
Saving game...
Dr. Tub ESQ activates Stealth.
Saving done.




























































































































































































