











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr Possessor Bonus Class 1.7.4Donators/Buyers bonus! Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Adventurer |
| Level / Exp | 50 / 2059% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 17 on the 6th Flare 122nd year of Ascendancy at 19:44 3 / 4Killed by shadow at level 17 on the 7th Flare 122nd year of Ascendancy at 01:22 Killed by Ivalaith the gigantic corrosive tunneler at level 20 on the 17th Dusk 122nd year of Ascendancy at 11:16 Killed by Veluma the skeleton magus at level 32 on the 31st Haze 122nd year of Ascendancy at 10:10 |
Primary Stats
| Strength | 60 (base 19) |
| Dexterity | 87 (base 29) |
| Constitution | 64 (base 39) |
| Magic | 172 (base 66) |
| Willpower | 81 (base 36) |
| Cunning | 98 (base 56) |
Resources
| Mana | 354/354 |
| Equilibrium | 20 |
| Negative | 36/222 |
| Life | 1489/1489 |
| Positive | 217/217 |
| Stamina | 444/444 |
| Soul | 12/13 |
| Healing Factor | 1.4993965053825 |
| Regeneration | 43.857347782438 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +89.053439637462% |
| Spell | +24.961423823872% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 9 |
| Infravision | 8.9458839313898 |
| See Stealth | -3.5527136788005E-15 |
| See Invisible | -3.5527136788005E-15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 172 |
| Accuracy | 80 |
| Crit Chance | 38% |
| APR | 82 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 113 |
| Crit Chance | 68% |
| Speed | 0.80024696374256 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +65% |
| Blight | +41% |
| Arcane | +107% |
| Cold | +137% |
| All | +32% |
| Darkness | +51% |
| Light | +34% |
| Temporal | +42% |
| Physical | +45% |
| Fire | +182% |
| Lightning | +160% |
Offense: Damage Penetration
| Lightning | +55% |
| Light | +35% |
| Physical | +50% |
| Cold | +55% |
| Arcane | +85% |
| Fire | +55% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 36 (44.574340358689%) |
| Defense | 96 |
| Ranged Defense | 102 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 84 |
| Mental Save | 72 |
Defense: Resistances
| Acid | + 66%( 70%) |
| Blight | + 60%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 66%( 70%) |
| All | + 43%( 70%) |
| Darkness | + 52%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 63%( 80%) |
| Physical | + 49%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Silence Resistance | 80% |
| Disarm Resistance | 26% |
| Knockback Resistance | 10% |
| Confusion Resistance | 100% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 97% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -807 life. The duration and life will increase by 1% for every 1% life you have lost (currently 807 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 387 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (80% 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 1688 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Fire alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of bones | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Animus | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Celestial / Hymns | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Reaping |
| talent | Fiery Hands |
| talent | Chant of Fortitude |
| talent | Hiemal Shield |
| talent | Hymn Nocturnalist |
| talent | Arcane Shield |
| talent | Searing Sight |
| talent | Thunderstorm |
| talent | Shock Hands |
| talent | Hymn of Shadows |
| talent | Feather Wind |
| talent | Elemental Harmony |
| talent | Premonition |
| talent | Shielding |
| talent | Body of Fire |
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. | active |
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 Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by barrow wight. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2636. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed vial of squid ink. 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 |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Velytta' (0 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +9 Changes stats: +8 Dex / +5 Wil / +6 Cun / +6 Con / +15 Lck Changes damage: +9% physical Stealth bonus: +13 Physical save: +15 (+4 eff.) Spell save: +13 (+2 eff.) Mental save: +13 (+3 eff.) Silence immunity: +50% Confusion immunity: +43% Stun/Freeze immunity: +47% Only die when reaching: -80.00 life Maximum stamina: +20.00 A pair of boots made of leather. |
| Light source | Belurita the dwarven lanternPowered by arcane forces Infused by nature Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +10 Mag / +3 Wil / +4 Con Changes resistances: +15% blight Physical save: +13 (+4 eff.) Spell save: +25 (+5 eff.) Mental save: +16 (+4 eff.) Life regen: +12.00 Spellpower: +37 (+6 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+2 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
| Tool | Goranik [power 445] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 13 arcane Changes stats: +6 Dex / +7 Mag Changes resistances penetration: +20% arcane Reduces incoming crit damage: 19.73% Spell save: +15 (+3 eff.) Disarm immunity: +26% Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -80.00 life Infravision radius: +4 It can be used to blast the opponent's mind dealing 587 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Iviwen'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +1 Changes stats: +5 Mag / +5 Con Changes resistances: +9% light / +28% fire Changes damage: +10% lightning / +24% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Physical save: +3 (+1 eff.) Pinning immunity: +20% Stun/Freeze immunity: +38% Knockback immunity: +10% Life regen: +17.00 Maximum life: +76.00 Healing mod.: +15% Talent on hit(spell): Eye Beam (10% chance level 2). Rings make your fingers look great! |
| On fingers | 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 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 620.50 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. |
| Around waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 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. |
| In main hand | Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | elven-silk robe 'Flashwell' (40 def, 12 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +12 Armour: +12 Defense: +40 (+7 eff.) Changes stats: +7 Str / +7 Dex Changes resistances: +15% all Changes resistances penetration: +25% physical Changes damage: +15% fire / +20% all Spellpower: +20 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Black Robe. |
| Cloak | 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 (+5 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.1 Power cost: 50 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. |
| Around neck | archmage's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes damage: +8% acid / +9% blight / +14% fire / +6% lightning / +6% cold Critical mult.: +12.00% Spellpower: +16 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 209; 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 instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 278; 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 278 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. |
healing infusion of the sneak (heal 270; 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 instantly heal yourself for 270 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. |
healing infusion of the wizard (heal 431; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 431 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -706; dur 6; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -706 life. The duration and life will increase by 1% for every 1% life you have lost (currently 706 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -812; dur 8; cd 33)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 8 turns. While Heroism is active, you will only die when reaching -812 life. The duration and life will increase by 1% for every 1% life you have lost (currently 812 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -587; dur 6; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -587 life. The duration and life will increase by 1% for every 1% life you have lost (currently 587 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
movement infusion of the sneak (speed 711%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 711% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 1003%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1003% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 565; 15 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 565 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 1070; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1070 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 645; 15 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 645 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% 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. |
acid wave rune of the wizard (damage 720; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 720.06 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 1082; dur 4; cd 21)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 1081.67 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 8; phase 26; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 6; phase 17; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 1101% over 10 turns; mana 55; 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: Spell (80% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1101% for 10 turns (358 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 346; cd 12)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: 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 4 turns and blocking 346 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 178; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 178 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 wizard (absorb 503; cd 15)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: 15 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 4 turns and blocking 503 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 wizard (absorb 378; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 378 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 wizard (absorb 355; 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 4 turns and blocking 355 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 742; dur 5; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 742 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 466; dur 5; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 466 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 995; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 995 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 0; blocks 6; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 6 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 0; blocks 5; dur 4; cd 12)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: 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 0 up to 5 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 74; blocks 7; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 74 up to 7 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
DarkwrackInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 27% * 21% chance to reduce all saves and defense by 33 Changes stats: +10 Str Changes resistances: +15% mind / +9% darkness Changes resistances penetration: +26% darkness / +20% lightning Changes damage: +12% darkness Amulets make your neck look great! |
Deledunayon the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +1 Dex Changes resistances: +9% blight / +5% arcane / +9% acid Physical save: +10 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +10% Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
GrinynarigenInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +15 (+5 eff.) Changes stats: +3 Con Changes resistances: +9% physical / +13% temporal / +12% light / +14% darkness Changes damage: +3% temporal Blindness immunity: +25% Pinning immunity: +24% Knockback immunity: +22% Stamina each turn: +0.50 Amulets make your neck look great! |
Huryrand the PlaguebaitInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 10% chance to slow global speed by 61% Damage when hit (Melee): 4 nature Changes resistances: +3% acid / +15% fire / +9% darkness / +12% cold Amulets make your neck look great! |
LustremasterCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Armour: +8 Fatigue: -8% Changes stats: +8 Dex / +7 Cun / +8 Con Changes resistances penetration: +25% mind / +25% physical Changes damage: +12% physical / +6% light / +6% mind Physical save: +9 (+3 eff.) Life regen: +5.00 Stamina each turn: +3.90 Movement speed: +10% 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, 869 strength, based on Magic) for 6 turns Activation costs 24 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. |
Pyrelore the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +40% fire / +7% arcane / +21% nature Changes resistances penetration: +33% fire Changes damage: +33% fire Stun/Freeze immunity: +50% Amulets make your neck look great! |
TuchikPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Wil / +2 Mag Changes resistances penetration: +10% mind Critical mult.: +10.00% Mental save: +5 (+1 eff.) Confusion immunity: +16% Life regen: +1.00 Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Mindpower: +23 (+7 eff.) Mental crit. chance: +1% Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 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. |
gold amulet 'Corruptionpyre'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +2 Dex / +6 Wil / +7 Con Talent masteries: +0.26 Spell / Grave +0.26 Demented / Horrific body Infravision radius: +2 See invisible: +15 Amulets make your neck look great! |
gold amulet 'Eremidin'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +5 Con Changes damage: +9% blight Critical mult.: +5.00% Blindness immunity: +18% Mana each turn: +0.04 Mana when firing critical spell: +1.00 Infravision radius: +2 Sight radius: +2 See invisible: +8 Damage Shield penetration: +30% Amulets make your neck look great! |
stralite amulet 'Lustreglory'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +30 (+10 eff.) Changes resistances: +15% blight / +22% light / +26% darkness Changes resistances penetration: +15% light Changes damage: +6% blight Blindness immunity: +44% Maximum stamina: +30.00 Amulets make your neck look great! |
voratun amulet 'Brodiyasta'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +17 Changes stats: +2 Dex / +13 Con Changes resistances penetration: +25% physical Changes damage: +24% physical Critical mult.: +15.00% Only die when reaching: -60.00 life Maximum stamina: +20.00 Amulets make your neck look great! |
ArmuchakPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +4 Dex / +8 Wil Changes resistances: +21% acid / +19% fire / +20% lightning / +22% cold Changes damage: +12% acid Reduces incoming crit damage: 10.00% Poison immunity: +20% Maximum life: +100.00 Rings make your fingers look great! |
Berurand the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +6% arcane / +36% fire Changes damage: +18% fire Reduces incoming crit damage: 17.56% Spell save: +21 (+4 eff.) Blindness immunity: +23% Confusion immunity: +23% Life regen: +4.68 Only die when reaching: -93.64 life Rings make your fingers look great! |
BetyraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +22% cold / +3% darkness / +2% physical Changes damage: +11% cold Knockback immunity: +10% Teleport immunity: +20% Rings make your fingers look great! |
Boltoath the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +1 Cun / +2 Mag Changes resistances: +13% blight / +12% nature / +15% lightning Changes resistances penetration: +25% arcane Changes damage: +6% lightning Reduces incoming crit damage: 10.00% Maximum encumbrance: +37 Poison immunity: +27% Disease immunity: +24% Life regen: +18.00 Maximum life: +100.00 Healing mod.: +20% Rings make your fingers look great! |
Ce'Nydavea the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +31% darkness Changes resistances penetration: +10% blight Changes damage: +14% darkness Critical mult.: +10.00% Only die when reaching: -20.00 life Maximum life: +20.00 Rings make your fingers look great! |
Eilinunne the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Defense: +10 (+2 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +35% Maximum stamina: +30.00 Mindpower: +25 (+7 eff.) 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 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
GrowwinnowInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 53% Damage when hit (Melee): 10 nature / 6 temporal Changes resistances: +9% acid / +9% temporal / +18% mind Changes resistances penetration: +20% acid / +10% nature Changes damage: +18% mind / +27% fire Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings make your fingers look great! |
Layiwen the SulfurroarInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +15% nature Changes damage: +6% light / +3% cold Mental save: +8 (+2 eff.) Confusion immunity: +38% Rings make your fingers look great! |
MayaraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +12% nature Cut immunity: +10% Silence immunity: +20% Stun/Freeze immunity: +29% Life regen: +3.00 Equilibrium when hit: +0.04 Psi when hit: +0.08 Rings make your fingers look great! |
Satyrpython the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +2.0% Physical power: +15 (+5 eff.) Armour: +10 Effects on melee hit: * 15% chance to reduce all saves and defense by 33 Damage (Melee): 13 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 33 Damage (Ranged): 10 physical Changes stats: +7 Cun Changes resistances: +15% nature Changes resistances penetration: +15% nature Critical mult.: +20.00% Physical save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Strikeglory the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% lightning / +20% nature Changes resistances penetration: +25% arcane / +15% lightning Changes damage: +24% lightning / +10% nature Light radius: +3 Rings make your fingers look great! |
Urthoromitar the AbyssbutcherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical power: +15 (+5 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Dex / +6 Mag / +7 Wil Changes resistances: +21% fire Physical save: +9 (+3 eff.) Spellpower: +8 (+1 eff.) Rings make your fingers look great! |
VelamibaCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +10 (+2 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 33 Damage (Melee): 35 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 33 Damage (Ranged): 26 physical Changes stats: +4 Str / +6 Dex / +17 Cun Mental save: +14 (+3 eff.) Confusion immunity: +25% Knockback immunity: +20% Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Infravision radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 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! |
WeepresolveInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +4 Armour: +12 Damage when hit (Melee): 8 nature Changes stats: +8 Con Changes resistances: +6% nature Changes damage: +6% nature / +12% physical Critical mult.: +10.00% Physical save: +16 (+4 eff.) Stamina each turn: +1.00 Only die when reaching: -40.00 life Rings make your fingers look great! |
copper ring 'Hathekath'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% blight / +2% physical / +22% darkness Changes resistances penetration: +5% arcane Changes damage: +11% darkness Mental save: +6 (+1 eff.) Only die when reaching: -20.00 life Rings make your fingers look great! |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
gold garnet ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +15% acid / +10% fire / +20% lightning / +17% cold Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
marksman's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +10 Dex Life regen: +13.00 Maximum life: +100.00 Healing mod.: +15% Rings make your fingers look great! |
mule's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +26 Life regen: +8.00 Maximum life: +55.00 Healing mod.: +13% Rings make your fingers look great! |
psionicist's stralite ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Stun/Freeze immunity: +28% Life regen: +5.00 Rings make your fingers look great! |
savior's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Physical save: +7 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Rings make your fingers look great! |
solipsist's stralite ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +17% acid / +22% fire / +14% lightning / +14% cold Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
steel ring 'Frostbrace'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +12% cold Changes resistances penetration: +10% lightning / +15% mind Changes damage: +6% mind / +3% cold Rings make your fingers look great! |
stralite Windborne Azurite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Galequeller'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +30 (+5 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +5% arcane / +6% light Changes damage: +6% lightning Physical save: +18 (+5 eff.) Blindness immunity: +20% Cut immunity: +20% Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
stralite ring 'Xanurin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +25 (+8 eff.) Armour: +4 Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 53% Changes stats: +4 Dex / +3 Con Changes resistances penetration: +26% physical Physical save: +12 (+3 eff.) Stun/Freeze immunity: +41% Life regen: +5.00 Rings make your fingers look great! |
titan's copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+2 eff.) Rings make your fingers look great! |
voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +18% acid / +19% fire / +29% lightning / +25% cold Rings make your fingers look great! |
Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical 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. |
elemental dwarven-steel dagger of crippling (118% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 163 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% Changes resistances penetration: +10% cold Changes damage: +16% cold Sharp, short and deadly. |
elemental steel dagger of amnesia (103% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 163 fire damage (1/turn) * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Changes resistances penetration: +8% fire Changes damage: +8% fire Sharp, short and deadly. |
elemental voratun dagger of rage (144% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 163 fire damage (1/turn) When wielded/worn: Accuracy: +25 (+6 eff.) Changes stats: +11 Str Changes resistances penetration: +30% fire Changes damage: +27% fire / +13% physical Sharp, short and deadly. |
elemental voratun dagger of shearing (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 163 fire damage (1/turn) When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +11 Changes resistances penetration: +23% fire / +12% all Changes damage: +23% fire Sharp, short and deadly. |
stormbringer's voratun dagger of erosion (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 2) on crit: +40 lightning / +31 cold When wielded/worn: Changes resistances penetration: +10% lightning / +16% cold Movement speed: +50% Sharp, short and deadly. |
voratun dagger 'Murkwaker' (148% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +63 fire When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 27% Changes resistances: +3% blight / +6% darkness Changes resistances penetration: +20% darkness / +6% fire Disarm immunity: +35% Global speed: +5% Sharp, short and deadly. |
Blade of Distorted Time (150% power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 192 temporal damage and slows enemies in radius 6 of the target by 202% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Trident of the Tides (191% power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+3 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.0 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 779.24. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Skeletal Claw (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+2 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+0 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 325.93 physical damage, and inflicting bleeding for another 162.96 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Cyriyana the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +19% acid / +14% fire / +7% lightning / +6% cold Spell save: +9 (+2 eff.) Stun/Freeze immunity: +20% Hate when firing a critical mind attack: +2.00 A belt that goes around your waist. |
Gihir the PusprophetInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +11 Wil / +2 Con Changes resistances: +9% cold / +6% light / +9% nature Changes damage: +30% nature Life regen: +2.80 Infravision radius: +3 Healing mod.: +30% A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
HildirPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +17 (+5 eff.) Changes stats: +11 Mag Changes resistances: +3% temporal / +2% physical Critical mult.: +13.00% Physical save: +12 (+3 eff.) Spell save: +13 (+2 eff.) Mental save: +3 (+0 eff.) Mana each turn: +0.53 Maximum mana: +60.00 Healing mod.: +5% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Size category: +1 A belt that goes around your waist. |
Phlegmrock the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% Changes resistances: +3% nature / +15% cold Changes resistances penetration: +20% nature Physical save: +10 (+3 eff.) Mindpower: +4 (+2 eff.) Light radius: +3 A belt that goes around your waist. |
StormspireCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% * 20% chance to reduce all saves and defense by 33 Damage when hit (Melee): 4 lightning Changes resistances: +12% lightning / +8% fire / +8% cold Changes damage: +18% lightning / +6% mind A belt that goes around your waist. |
drakeskin leather belt 'Camilach'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +6 Str / +11 Mag / +14 Wil / +7 Con Reduces incoming crit damage: 15.00% Physical save: +24 (+6 eff.) Maximum stamina: +30.00 Spell crit. chance: +5% Mindpower: +10 (+4 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Snowkiss'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +5 Dex / +4 Wil Changes resistances: +12% cold Changes resistances penetration: +25% cold Changes damage: +15% cold Spell save: +14 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +52.68 Spell crit. chance: +6% Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Blazeream'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +16% acid / +3% lightning / +8% blight Disease immunity: +20% Silence immunity: +20% Pinning immunity: +20% Life regen: +4.00 A belt that goes around your waist. |
hardened leather belt 'Isluwe'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Str / +6 Dex / +10 Mag / +10 Wil / +5 Cun / +1 Con / +8 Lck Trap disarming bonus: +20 Stealth bonus: +8 Spell save: +7 (+1 eff.) Spell crit. chance: +5% Infravision radius: +8 See invisible: +3 Size category: +1 A belt that goes around your waist. |
noble's hardened leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +23% Summoned Reduced damage from: +19% Summoned Life regen: +1.20 Healing mod.: +15% A belt that goes around your waist. |
skylord's hardened leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Cun Changes resistances: +8% acid / +7% fire / +8% lightning / +7% cold Physical save: +13 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +13 (+3 eff.) A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 56 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 1400.67 cold damage and condensing the air into freezing vapors that deal 466.89 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Ivatha (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+6 eff.) Defense: +12 (+2 eff.) Fatigue: -6% Changes stats: +7 Str Changes resistances: +2% physical Physical save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +76.00 Maximum stamina: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningrace the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 lightning Changes resistances: +3% lightning / +11% cold / +9% temporal Changes damage: +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvibrema the Tundraripper (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +6% acid / +18% cold / +3% nature / +6% fire Reduces incoming crit damage: 10.00% Confusion immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 (+5 eff.) Defense: +2 (+0 eff.) Fatigue: -7% Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Maximum life: +82.00 Maximum stamina: +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Blazetaint the elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +9% lightning / +45% darkness / +15% all Changes resistances penetration: +25% lightning / +15% cold / +25% darkness / +25% arcane Changes damage: +45% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Freezehack the elven-silk robe (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 Changes resistances: +43% lightning / +1% physical / +3% darkness / +45% acid / +9% cold / +43% fire / +6% mind / +15% all Changes damage: +29% lightning / +29% fire / +30% acid Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
elven-silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes damage: +14% all Spellpower: +20 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +20% acid / +15% physical / +15% fire / +19% cold / +15% all Changes damage: +19% acid / +25% physical / +30% light / +17% cold / +17% fire / +6% darkness Talent cooldown: Refit Golem (-6 turns) Spellpower: +8 (+1 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of Angolwen (7 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +7 (+1 eff.) Changes stats: +11 Mag / +5 Wil Changes resistances: +13% darkness / +15% light / +15% all Changes damage: +24% light Silence immunity: +43% Spellpower on spell critical (stacks up to 3 times): +5 Maximum life: +70.00 Spellpower: +16 (+2 eff.) Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +15% all Changes damage: +19% arcane / +19% temporal Silence immunity: +24% Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +26.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layylebeth the Blazespiker (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +12 Wil Silence immunity: +33% Confusion immunity: +30% Stun/Freeze immunity: +38% Maximum hate: +8.00 Light radius: +3 A pair of boots made of leather. |
pair of drakeskin leather boots 'Rotbreacher' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to slow global speed by 61% Damage when hit (Melee): 2 nature Changes stats: +6 Cun / +6 Con Changes resistances: +5% arcane Changes resistances penetration: +26% arcane Changes damage: +15% arcane / +12% darkness Physical save: +25 (+7 eff.) Mental save: +25 (+6 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Spellpower: +13 (+2 eff.) A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Emeletta (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 acid Changes resistances: +7% acid / +9% fire / +3% nature / +15% cold Changes damage: +5% acid Silence immunity: +20% Teleport immunity: +10% Maximum life: +20.00 Healing mod.: +5% When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +7 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Falavon the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 33 Damage (Melee): 8 light / 10 arcane / 11 darkness Changes stats: +4 Mag / +6 Wil Changes resistances: +4% arcane / +7% darkness / +6% light Changes damage: +3% arcane / +5% darkness / +6% light Equilibrium when hit: +0.08 Spellpower: +5 (+0 eff.) When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Searing Light (20% chance level 3). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 8% chance to reduce damage dealt by 27% Damage (Melee): +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shockbraid (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+4 eff.) Armour: +2 Damage when hit (Melee): 6 arcane Changes stats: +4 Dex / +2 Wil Changes resistances penetration: +10% lightning Changes damage: +9% blight / +6% light Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +5% When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 194.99 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
dwarven-steel gauntlets 'Snowquarry' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes resistances: +5% arcane Changes resistances penetration: +15% cold Spell save: +3 (+0 eff.) Confusion immunity: +20% Life regen: +5.00 Stamina each turn: +0.80 Maximum stamina: +12.00 When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Blazeshaper' (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +10 (+3 eff.) Armour: +9 Damage (Melee): 7 acid Changes stats: +2 Str Changes resistances: +6% acid Changes damage: +4% acid Stamina each turn: +3.00 Light radius: +3 When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +7 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +3 Fatigue: +5% Damage (Melee): 5 darkness Changes resistances: +15% darkness Changes damage: +6% darkness Critical mult.: +7.00% Spell crit. chance: +14% Mental crit. chance: +7% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 7% chance to reduce damage dealt by 27% Metal gloves protecting the hands up to the middle of the lower arm. |
Arthofang (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Dex Changes resistances: +12% light / +9% fire / +3% cold / +13% mind / +25% darkness Mental save: +15 (+3 eff.) Disarm immunity: +20% Confusion immunity: +46% Infravision radius: +5 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Bregodar the Dourbait (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 reduce damage dealt by 27% * 20% chance to reduce all saves and defense by 33 Changes resistances: +3% lightning / +10% fire / +12% mind / +11% cold Changes damage: +3% lightning / +18% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Neda the Glacierwhisper (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances penetration: +20% cold Critical mult.: +20.00% Psi each turn: +0.13 Maximum vim: +10.00 Spellpower: +20 (+3 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
Gloraba the dwarven-steel helm (20 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Defense: +20 (+4 eff.) Fatigue: +4% Changes stats: +5 Cun Changes resistances: +9% fire / +10% cold Critical mult.: +15.00% Hate when firing a critical mind attack: +5.00 Only die when reaching: -60.00 life Mindpower: +30 (+9 eff.) Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Splendourfurnace the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 cold Changes resistances: +16% lightning / +3% blight Changes damage: +11% lightning / +3% cold / +15% light Light radius: +2 A pointy cloth hat, very wizardly... |
Ulfygorn the Demonjeer (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) * 26% chance to reduce damage dealt by 27% Changes resistances: +12% mind / +12% cold Changes damage: +27% temporal / +18% mind / +27% darkness Equilibrium when hit: +2.40 Psi when hit: +3.00 Hate when hit: +3.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Phlegmstar' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% * 20% chance to reduce all saves and defense by 33 Changes resistances: +19% fire / +3% mind / +6% nature Changes resistances penetration: +25% acid Changes damage: +9% nature / +13% fire A pointy cloth hat, very wizardly... |
linen wizard hat 'Tempestusher' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 lightning Changes resistances penetration: +10% mind Stamina each turn: +1.00 Equilibrium when hit: +0.80 Psi when hit: +0.98 Hate when hit: +0.80 Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
rough leather cap 'Growthguile' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 61% * 10% chance to reduce damage dealt by 27% Changes resistances: +9% nature Changes resistances penetration: +10% nature Infravision radius: +2 A cap made of leather. |
1583 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emelitha the Spidertaint (dig speed 3 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 61% Damage when hit (Melee): 2 nature Changes stats: +3 Str / +3 Wil Changes resistances: +9% fire / +9% darkness / +9% nature Changes damage: +14% fire / +12% mind / +6% nature Mental save: +14 (+3 eff.) Maximum life: +34.00 Maximum stamina: +21.00 Mental crit. chance: +2% 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. |
7 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. |
4 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Earuhell the SparkslicerInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 43 Changes stats: +2 Con / +5 Wil Changes resistances: +14% blight / +21% lightning Changes damage: +11% mind / +15% blight Mental save: +13 (+3 eff.) Life regen: +16.00 Light radius: +5 See stealth: +17 See invisible: +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(135 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Flashqueller'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +3 Wil Changes resistances: +6% light Critical mult.: +15.00% Mana each turn: +0.04 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Gleamprophet'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +15 (+3 eff.) Changes damage: +21% light Physical save: +11 (+3 eff.) Mental save: +9 (+2 eff.) Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +100.00 Light radius: +4 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
5 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. |
10 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. |
3 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)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 1172.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification 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. |
Dawnblow the dwarven-steel torque of gale force [power 200] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +3% light Changes resistances penetration: +5% fire / +10% cold Changes damage: +3% light Light radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 290 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Koradundur the voratun torque of clear mind [power 3] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical power: +25 (+8 eff.) Changes stats: +2 Str Changes resistances: +2% physical Critical mult.: +5.00% Spell save: +6 (+1 eff.) Maximum mana: +20.00 Damage Shield penetration: +34% It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Gain a 37% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Korovon [power 160] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +6% lightning / +9% fire / +6% darkness / +12% temporal Mental save: +6 (+1 eff.) Poison immunity: +20% It can be used to blast the opponent's mind dealing 211 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lisemiba the dwarven-steel torque of mindblast [power 230] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +3.0% Changes stats: +3 Con Changes resistances: +6% lightning / +15% mind / +9% blight Changes damage: +15% mind It can be used to blast the opponent's mind dealing 304 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 68. Torques are made by powerful psionics to store psionic powers. |
Sunraider [power 475] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid / 6 fire Changes resistances: +18% acid / +12% lightning Changes damage: +27% acid / +24% fire It can be used to blast the opponent's mind dealing 627 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 102. Torques are made by powerful psionics to store psionic powers. |
Xanayarianne [power 475] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +6% temporal / +15% cold Changes resistances penetration: +15% temporal Reduces incoming crit damage: 15.00% Pinning immunity: +20% Psi when hit: +0.36 Maximum life: +60.00 Healing mod.: +20% It can be used to blast the opponent's mind dealing 627 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of mindblast [power 170] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 224 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Adewe' [power 280] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes damage: +6% blight Psi when hit: +0.20 Maximum vim: +50.00 It can be used to blast the opponent's mind dealing 370 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Lavamalice the dragonbone totem of healing [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +12% lightning Changes resistances penetration: +33% fire Changes damage: +12% fire Critical mult.: +20.00% Disease immunity: +27% Disarm immunity: +27% Life regen: +5.32 Mana each turn: +0.40 Spell crit. chance: +4% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 48% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Oakmark [power 488] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% * 20% chance to reduce strength, dexterity, and constitution by 43 Damage when hit (Melee): 4 acid Changes resistances: +9% blight / +15% nature Changes resistances penetration: +10% blight Changes damage: +21% blight It can be used to sting an enemy dealing 644 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
Samymathad [power 254] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 10% chance to slow global speed by 61% Changes stats: +4 Str Changes resistances: +6% darkness / +3% cold It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Toromivor the elven-wood totem of stinging [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +15% acid / +15% mind Changes damage: +12% acid Critical mult.: +20.00% Disarm immunity: +20% Confusion immunity: +20% Maximum hate: +6.00 It can be used to sting an enemy dealing 573 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Quenchbreeze' [power 422] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 darkness / 8 cold Changes resistances: +21% cold Changes resistances penetration: +10% blight / +15% cold Changes damage: +30% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 422 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
evasive dragonbone totem of healing [power 464] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 464 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of healing [power 284] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful elven-wood totem of healing [power 362] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 362 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. 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. |
Salywyn the Sepsissorrow [power 518] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to slow global speed by 61% Damage when hit (Melee): 2 nature Changes resistances: +7% arcane Changes resistances penetration: +5% light Changes damage: +21% arcane / +15% nature It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 269 lightning damage and will be dazed for 1 turn (1347 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Unruroddaran the elm wand of lightning storm [power 116] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% nature / +6% blight / +3% cold / +5% arcane / +9% lightning It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (301 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending dragonbone wand of lightning storm [power 488] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 253 lightning damage and will be dazed for 1 turn (1269 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. 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 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and 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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
11 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. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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 (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Joscodam the Higher Adventurer level 35
36th Haze 122nd year of Ascendancy at 02:57 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Joscodam the Higher Adventurer level 48
72nd Regrowth 123rd year of Ascendancy at 14:39 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Joscodam the Higher Adventurer level 34
34th Haze 122nd year of Ascendancy at 13:08 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Joscodam the Higher Adventurer level 41
68th Haze 122nd year of Ascendancy at 17:02 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Joscodam the Higher Adventurer level 38
65th Haze 122nd year of Ascendancy at 09:53 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Joscodam the Higher Adventurer level 27
14th Haze 122nd year of Ascendancy at 23:36 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Joscodam the Higher Adventurer level 37
62nd Haze 122nd year of Ascendancy at 02:03 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Joscodam the Higher Adventurer level 36
60th Haze 122nd year of Ascendancy at 06:56 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Joscodam the Higher Adventurer level 28
15th Haze 122nd year of Ascendancy at 16:38 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Joscodam the Higher Adventurer level 50
29th Pyre 123rd year of Ascendancy at 21:39 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Joscodam the Higher Adventurer level 21
19th Dusk 122nd year of Ascendancy at 21:49 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Joscodam the Higher Adventurer level 45
59th Regrowth 123rd year of Ascendancy at 18:47 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Joscodam the Higher Adventurer level 33
31st Haze 122nd year of Ascendancy at 22:44 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Joscodam the Higher Adventurer level 50
27th Pyre 123rd year of Ascendancy at 05:52 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Joscodam the Higher Adventurer level 25
47th Dusk 122nd year of Ascendancy at 13:50 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Joscodam the Higher Adventurer level 10
5th Mirth 122nd year of Ascendancy at 11:04 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Joscodam the Higher Adventurer level 20
9th Dusk 122nd year of Ascendancy at 22:04 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Joscodam the Higher Adventurer level 30
25th Haze 122nd year of Ascendancy at 18:51 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Joscodam the Higher Adventurer level 40
67th Haze 122nd year of Ascendancy at 08:25 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Joscodam the Higher Adventurer level 50
12nd Pyre 123rd year of Ascendancy at 13:51 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Joscodam the Higher Adventurer level 50
26th Pyre 123rd year of Ascendancy at 20:05 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Joscodam the Higher Adventurer level 20
15th Dusk 122nd year of Ascendancy at 13:45 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Joscodam the Higher Adventurer level 49
1st Pyre 123rd year of Ascendancy at 12:07 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Joscodam the Higher Adventurer level 35
59th Haze 122nd year of Ascendancy at 19:16 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Joscodam the Higher Adventurer level 44
30th Regrowth 123rd year of Ascendancy at 00:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Joscodam the Higher Adventurer level 23
36th Dusk 122nd year of Ascendancy at 09:44 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Joscodam the Higher Adventurer level 37
62nd Haze 122nd year of Ascendancy at 03:34 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Joscodam the Higher Adventurer level 50
29th Pyre 123rd year of Ascendancy at 21:38 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Joscodam the Higher Adventurer level 8
78th Pyre 122nd year of Ascendancy at 21:31 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Joscodam the Higher Adventurer level 50
29th Pyre 123rd year of Ascendancy at 21:39 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Joscodam the Higher Adventurer level 8
1st Mirth 122nd year of Ascendancy at 12:12 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Joscodam the Higher Adventurer level 42
8th Decay 122nd year of Ascendancy at 19:21 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Joscodam the Higher Adventurer level 27
15th Haze 122nd year of Ascendancy at 06:14 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Joscodam the Higher Adventurer level 15
4th Flare 122nd year of Ascendancy at 20:04 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Joscodam the Higher Adventurer level 33
33rd Haze 122nd year of Ascendancy at 11:07 see stats
Log
Armoured skeleton warrior hits Training Dummy for 243 physical damage.
Something hits Training Dummy for 25 physical damage.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior hits Something for 228 physical, 278 physical (506 total damage).
Armoured skeleton warrior hits Something for 184 physical damage.
Joscodam's aura of power vanishes.
Joscodam is no longer surging arcane power.
Lore found: sixth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: seventh mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: eighth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: ninth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Talent Wrath of the Highborn is ready to use.
The raging fire around Joscodam calms down and disappears.
The furious lightning storm around Joscodam calms down and disappears.














































































































































































