Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 50 / 2353% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 118 (base 60) |
| Dexterity | 77 (base 60) |
| Constitution | 40 (base 14) |
| Magic | 76 (base 60) |
| Willpower | 26 (base 8) |
| Cunning | 55 (base 36) |
Resources
| Life | 1874/1874 |
| Mana | 432/432 |
| Stamina | 287/287 |
| Positive | 0/107 |
| Healing Factor | 1 |
| Regeneration | 3.8011508578218 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 12 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 76 |
| Crit Chance | 70% |
| APR | 44 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 63.25 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.6 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| All | +35% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 142.95055895419 (100%) |
| Defense | 60.950139738547 |
| Ranged Defense | 63.950139738547 |
| Fatigue | 0 |
| Physical Save | 84.161361671118 |
| Spell Save | 84.441361671116 |
| Mental Save | 59.616666666667 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 5% |
| Confusion Resistance | 87% |
| Silence Resistance | 47% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 317 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 29 with a minimum range of 15. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 672% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1016% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.40 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Second Life |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Defensive Posture |
| talent | Premonition |
| talent | Retribution |
| talent | Weapon of Wrath |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by cold drake. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * 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: 635. | 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bethidheriwyn (24 def, 15 armour) =tri immunity t5 BABY~= Bethidheriwyn (24 def, 15 armour) =tri immunity t5 BABY~=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +24 (+6 eff.) Fatigue: +4% Changes resistances: +9% temporal / +1% physical Grants telepathy: Demon/Minor Demon/Major Disease immunity: +15% Cut immunity: +5% Silence immunity: +42% Confusion immunity: +45% Stun/Freeze immunity: +45% Infravision radius: +2 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 37 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of steel shots 'Squalorspawn' (20/20, 21-25.2 power, 2 apr) pouch of steel shots 'Squalorspawn' (20/20, 21-25.2 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 On weapon hit: * Slows global speed by 40% Damage (Ranged): +8 nature Shots are used with slings to pummel your foes to death. |
| Light source | Xoramina the dwarven lantern Xoramina the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 28 fire Changes resistances: +9% fire / +10% light / +5% arcane Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +10% darkness / +6% temporal Damage affinity(heal): +5% darkness Physical save: +15 (+3 eff.) Spell save: +18 (+4 eff.) Mental save: +20 (+5 eff.) Light radius: +4 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 263.06 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat 'Dawnshaper' (2 def, 0 armour) =25% light respen= cashmere wizard hat 'Dawnshaper' (2 def, 0 armour) =25% light respen=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +2 (+0 eff.) Changes resistances: +24% acid / +5% arcane / +3% light Changes resistances penetration: +25% light Changes damage: +16% acid / +6% light / +10% all Spell crit. chance: +5% Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
| On hands | drakeskin leather gloves of dispersion (0 def, 3 armour) drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 16 arcane Changes stats: +7 Mag / +7 Wil Changes resistances: +6% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | stralite ring 'Chalarin' =still max dmg= stralite ring 'Chalarin' =still max dmg=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Physical power: +13 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +3 Wil Changes resistances: +5% arcane Changes damage: +6% all Mental save: +7 (+2 eff.) Disease immunity: +5% Silence immunity: +5% Confusion immunity: +32% Maximum psi: +10.00 Spellpower: +12 (+3 eff.) Mindpower: +9 (+4 eff.) 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 away 4 grids from your target. Rings can have magical properties. |
| On fingers | Ring of the War Master =high dmg, less than painw= Ring of the War Master =high dmg, less than painw=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | Pendant of the Sun and Moons =15% light respen= Pendant of the Sun and Moons =15% light respen=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
| In main hand | Brightvenom (30-36 power, 6 apr, light element) Brightvenom (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Armour: +12 Defense: +10 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +3% temporal Maximum wards: +3 light Changes resistances penetration: +5% light Changes damage: +30% light Talents granted: +3 Ward +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.32 Maximum mana: +98.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | 15 light pen, resists, 10%turn 15 light pen, resists, 10%turn Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal / 8 fire Changes resistances: +10% acid / +3% temporal / +6% light / +34% fire / +25% cold / +10% lightning Changes resistances penetration: +15% light Changes damage: +10% all Critical mult.: +15.00% Maximum life: +70.00 Spell crit. chance: +5% Mental crit. chance: +5% A belt that goes around your waist. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 157.59 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Stun/Freeze immunity: +60% Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 234) healing infusion of the duelist (heal 234)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 234 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 327) healing infusion of the warrior (heal 327)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 327 and cleanse 1 wound and poison effect. 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 ability. |
insidious poison infusion (61 nature damage, 46% healing reduction) insidious poison infusion (61 nature damage, 46% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 61.33 nature damage per turn for 7 turns, and reducing the target's healing received by 46%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (54 nature damage, 62% healing reduction) insidious poison infusion (54 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 54.19 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (49 nature damage, 61% healing reduction) insidious poison infusion (49 nature damage, 61% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 48.99 nature damage per turn for 7 turns, and reducing the target's healing received by 61%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (68 nature damage, 56% healing reduction) insidious poison infusion of the duelist (68 nature damage, 56% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 67.50 nature damage per turn for 7 turns, and reducing the target's healing received by 56%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (90 nature damage, 43% healing reduction) insidious poison infusion of the duelist (90 nature damage, 43% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 90.26 nature damage per turn for 7 turns, and reducing the target's healing received by 43%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (57 nature damage, 62% healing reduction) insidious poison infusion of the duelist (57 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 56.70 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the warrior (92 nature damage, 60% healing reduction) insidious poison infusion of the warrior (92 nature damage, 60% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 92.38 nature damage per turn for 7 turns, and reducing the target's healing received by 60%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 ability. |
insidious poison infusion of the wizard (58 nature damage, 44% healing reduction) insidious poison infusion of the wizard (58 nature damage, 44% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 58.05 nature damage per turn for 7 turns, and reducing the target's healing received by 44%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
movement infusion of the duelist (654% speed; 8 turns) movement infusion of the duelist (654% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 increase movement speed by 654% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (809% speed; 6 turns) movement infusion of the duelist (809% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase movement speed by 809% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (709% speed; 7 turns) movement infusion of the sneak (709% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. 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 ability. |
movement infusion of the sneak (877% speed; 7 turns) movement infusion of the sneak (877% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 877% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. 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 ability. |
movement infusion of the titan (682% speed; 6 turns) movement infusion of the titan (682% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (859% speed; 9 turns) movement infusion of the warrior (859% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 859% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (849% speed; 7 turns) movement infusion of the warrior (849% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 849% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (715% speed; 7 turns) movement infusion of the wizard (715% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 715% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. 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 ability. |
regeneration infusion (heal 514 over 5 turns) regeneration infusion (heal 514 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 514 over 5 turns) regeneration infusion (heal 514 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 720 over 5 turns) regeneration infusion of the warrior (heal 720 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 720 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 ability. |
regeneration infusion of the warrior (heal 802 over 5 turns) regeneration infusion of the warrior (heal 802 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 802 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 ability. |
sun infusion of the duelist (rad 7; power 59; turns 5; dispells darkness) sun infusion of the duelist (rad 7; power 59; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 29). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 59) for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 8; power 50; turns 3; dispells darkness) sun infusion of the sneak (rad 8; power 50; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 25). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 50) for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 10; power 44; turns 4; dispells darkness) sun infusion of the titan (rad 10; power 44; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 44) for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 7; power 71; turns 4; dispells darkness) sun infusion of the warrior (rad 7; power 71; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 35). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 71) for 4 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 ability. |
wild infusion (resist 25%; cure magical, physical) wild infusion (resist 25%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 25% for 6 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 ability. |
wild infusion (resist 26%; cure magical) wild infusion (resist 26%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 6 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 ability. |
wild infusion (resist 26%; cure physical) wild infusion (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 8 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 ability. |
wild infusion (resist 10%; cure magical, mental) wild infusion (resist 10%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 10% 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 ability. |
wild infusion (resist 19%; cure physical) wild infusion (resist 19%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 6 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 ability. |
wild infusion (resist 22%; cure mental) wild infusion (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 6 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 ability. |
wild infusion (resist 13%; cure mental) wild infusion (resist 13%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 13% for 5 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 ability. |
wild infusion (resist 19%; cure mental, physical) wild infusion (resist 19%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 19% for 6 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 ability. |
wild infusion (resist 15%; cure mental) wild infusion (resist 15%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 6 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 ability. |
wild infusion (resist 18%; cure physical) wild infusion (resist 18%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 6 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 ability. |
wild infusion (resist 24%; cure physical) wild infusion (resist 24%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 7 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 ability. |
wild infusion (resist 19%; cure physical) wild infusion (resist 19%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 7 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 ability. |
wild infusion of the duelist (resist 32%; cure mental) wild infusion of the duelist (resist 32%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 30%; cure mental) wild infusion of the duelist (resist 30%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 33%; cure magical) wild infusion of the duelist (resist 33%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 22%; cure physical) wild infusion of the sneak (resist 22%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 26%; cure mental) wild infusion of the sneak (resist 26%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 26%; cure physical) wild infusion of the sneak (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 26%; cure mental) wild infusion of the sneak (resist 26%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 24%; cure physical) wild infusion of the sneak (resist 24%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 22%; cure magical) wild infusion of the sneak (resist 22%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 20%; cure physical) wild infusion of the titan (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 24%; cure physical) wild infusion of the titan (resist 24%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 20%; cure physical) wild infusion of the titan (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 31%; cure mental) wild infusion of the titan (resist 31%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 28%; cure mental, magical) wild infusion of the warrior (resist 28%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 33%; cure magical, mental) wild infusion of the warrior (resist 33%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 25%; cure physical) wild infusion of the warrior (resist 25%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 33%; cure magical) wild infusion of the warrior (resist 33%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 26%; cure physical) wild infusion of the wizard (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 28%; cure magical) wild infusion of the wizard (resist 28%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 33%; cure magical) wild infusion of the wizard (resist 33%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 35%; cure physical) wild infusion of the wizard (resist 35%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 26%; cure mental) wild infusion of the wizard (resist 26%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
Rune of the Rift (254.00 temporal damage, removed from time 4 turns) Rune of the Rift (254.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 358.14 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (467 acid damage; dur 5; apply 58) acid wave rune of the wizard (467 acid damage; dur 5; apply 58)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 466.89 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 58. The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
biting gale rune of the titan (144 cold damage; 44 apply power) biting gale rune of the titan (144 cold damage; 44 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 144.45 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 44. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
biting gale rune of the wizard (269 cold damage; 58 apply power) biting gale rune of the wizard (269 cold damage; 58 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 direct a cone of chilling stormwind doing 268.92 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 58. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
controlled phase door rune (range 7) controlled phase door rune (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 14) controlled phase door rune of the duelist (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 13) controlled phase door rune of the duelist (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 14) controlled phase door rune of the warrior (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. 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 ability. |
heat beam rune (304 fire damage) heat beam rune (304 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 303.75 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (306 fire damage) heat beam rune of the sneak (306 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 306.45 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
heat beam rune of the titan (319 fire damage) heat beam rune of the titan (319 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 318.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
heat beam rune of the warrior (445 fire damage) heat beam rune of the warrior (445 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 444.69 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
invisibility rune (power 10 for 7 turns) invisibility rune (power 10 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 12 for 9 turns) invisibility rune (power 12 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 12) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 16 for 10 turns) invisibility rune of the psychic (power 16 for 10 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 16) for 10 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
invisibility rune of the sneak (power 14 for 7 turns) invisibility rune of the sneak (power 14 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
invisibility rune of the sneak (power 18 for 9 turns) invisibility rune of the sneak (power 18 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
invisibility rune of the sneak (power 13 for 6 turns) invisibility rune of the sneak (power 13 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
lightning rune (513 lightning damage) lightning rune (513 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 171.00 to 513.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (209 lightning damage) lightning rune (209 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 69.75 to 209.25 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (362 lightning damage) lightning rune (362 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 120.60 to 361.80 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (456 lightning damage) lightning rune of the psychic (456 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 152.01 to 456.03 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
lightning rune of the sneak (459 lightning damage) lightning rune of the sneak (459 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 153.00 to 459.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
lightning rune of the warrior (476 lightning damage) lightning rune of the warrior (476 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 158.58 to 475.74 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
lightning rune of the warrior (563 lightning damage) lightning rune of the warrior (563 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 187.83 to 563.49 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
lightning rune of the warrior (527 lightning damage) lightning rune of the warrior (527 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 175.68 to 527.04 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
lightning rune of the wizard (602 lightning damage) lightning rune of the wizard (602 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 200.61 to 601.83 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
lightning rune of the wizard (407 lightning damage) lightning rune of the wizard (407 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 135.81 to 407.43 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
manasurge rune (1138% regen over 10 turns; 57 instant mana) manasurge rune (1138% regen over 10 turns; 57 instant mana)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: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1138% for 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1333% regen over 10 turns; 67 instant mana) manasurge rune of the duelist (1333% regen over 10 turns; 67 instant mana)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: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1333% for 10 turns and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1484% regen over 10 turns; 74 instant mana) manasurge rune of the psychic (1484% regen over 10 turns; 74 instant mana)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: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1484% for 10 turns and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the warrior (1627% regen over 10 turns; 81 instant mana) manasurge rune of the warrior (1627% regen over 10 turns; 81 instant mana)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: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1627% for 10 turns and instantly restoring 81 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the warrior (1852% regen over 10 turns; 93 instant mana) manasurge rune of the warrior (1852% regen over 10 turns; 93 instant mana)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: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1852% for 10 turns and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the wizard (1352% regen over 10 turns; 68 instant mana) manasurge rune of the wizard (1352% regen over 10 turns; 68 instant mana)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: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1352% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the wizard (1685% regen over 10 turns; 84 instant mana) manasurge rune of the wizard (1685% regen over 10 turns; 84 instant mana)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: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1685% for 10 turns and instantly restoring 84 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
phase door rune (range 9; power 32; dur 5) phase door rune (range 9; power 32; dur 5)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 5; power 16; dur 3) phase door rune (range 5; power 16; dur 3)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 7; power 15; dur 5) phase door rune (range 7; power 15; dur 5)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 32; dur 6) phase door rune (range 10; power 32; dur 6)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 32; dur 8) phase door rune (range 10; power 32; dur 8)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 30; dur 5) phase door rune (range 10; power 30; dur 5)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: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 15; power 50; dur 6) phase door rune of the duelist (range 15; power 50; dur 6)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 19; power 53; dur 8) phase door rune of the duelist (range 19; power 53; dur 8)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 53%, your defense is increased by 53 and all your resistances by 53%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 11; power 29; dur 5) phase door rune of the psychic (range 11; power 29; dur 5)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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 ability. |
phase door rune of the psychic (range 8; power 35; dur 3) phase door rune of the psychic (range 8; power 35; dur 3)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. 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 ability. |
phase door rune of the psychic (range 8; power 24; dur 4) phase door rune of the psychic (range 8; power 24; dur 4)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. 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 ability. |
phase door rune of the sneak (range 13; power 46; dur 6) phase door rune of the sneak (range 13; power 46; dur 6)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. 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 ability. |
phase door rune of the sneak (range 15; power 48; dur 5) phase door rune of the sneak (range 15; power 48; dur 5)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. 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 ability. |
phase door rune of the sneak (range 14; power 31; dur 5) phase door rune of the sneak (range 14; power 31; dur 5)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: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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 ability. |
phase door rune of the sneak (range 14; power 42; dur 3) phase door rune of the sneak (range 14; power 42; dur 3)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. 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 ability. |
phase door rune of the sneak (range 10; power 27; dur 3) phase door rune of the sneak (range 10; power 27; dur 3)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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 ability. |
phase door rune of the titan (range 13; power 31; dur 6) phase door rune of the titan (range 13; power 31; dur 6)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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 ability. |
phase door rune of the titan (range 13; power 37; dur 7) phase door rune of the titan (range 13; power 37; dur 7)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. 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 ability. |
phase door rune of the titan (range 13; power 41; dur 6) phase door rune of the titan (range 13; power 41; dur 6)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. 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 ability. |
phase door rune of the warrior (range 15; power 60; dur 5) phase door rune of the warrior (range 15; power 60; dur 5)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 60%, your defense is increased by 60 and all your resistances by 60%. 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 ability. |
phase door rune of the warrior (range 16; power 44; dur 4) phase door rune of the warrior (range 16; power 44; dur 4)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: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 44%, your defense is increased by 44 and all your resistances by 44%. 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 ability. |
phase door rune of the warrior (range 14; power 49; dur 5) phase door rune of the warrior (range 14; power 49; dur 5)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: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. 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 ability. |
phase door rune of the warrior (range 15; power 46; dur 4) phase door rune of the warrior (range 15; power 46; dur 4)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. 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 ability. |
phase door rune of the wizard (range 12; power 34; dur 4) phase door rune of the wizard (range 12; power 34; dur 4)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. 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 ability. |
shielding rune (absorb 382 for 6 turns) shielding rune (absorb 382 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 382 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 242 for 6 turns) shielding rune (absorb 242 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 create a protective shield absorbing at most 242 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 322 for 4 turns) shielding rune (absorb 322 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 322 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 656 for 7 turns) shielding rune of the duelist (absorb 656 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 create a protective shield absorbing at most 656 damage for 7 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 408 for 6 turns) shielding rune of the duelist (absorb 408 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 408 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 549 for 6 turns) shielding rune of the duelist (absorb 549 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 549 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 693 for 5 turns) shielding rune of the duelist (absorb 693 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 693 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 308 for 3 turns) shielding rune of the duelist (absorb 308 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 308 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 693 for 6 turns) shielding rune of the duelist (absorb 693 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 693 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 345 for 6 turns) shielding rune of the duelist (absorb 345 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 345 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 385 for 5 turns) shielding rune of the duelist (absorb 385 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 385 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 217 for 7 turns) shielding rune of the psychic (absorb 217 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 217 damage for 7 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 ability. |
shielding rune of the psychic (absorb 480 for 5 turns) shielding rune of the psychic (absorb 480 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 480 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 ability. |
shielding rune of the sneak (absorb 334 for 5 turns) shielding rune of the sneak (absorb 334 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 334 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 432 for 6 turns) shielding rune of the sneak (absorb 432 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 432 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 416 for 6 turns) shielding rune of the titan (absorb 416 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 416 damage for 6 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 ability. |
shielding rune of the warrior (absorb 549 for 5 turns) shielding rune of the warrior (absorb 549 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 create a protective shield absorbing at most 549 damage for 5 turns. 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 ability. |
shielding rune of the warrior (absorb 472 for 4 turns) shielding rune of the warrior (absorb 472 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 472 damage for 4 turns. 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 ability. |
shielding rune of the warrior (absorb 528 for 5 turns) shielding rune of the warrior (absorb 528 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 528 damage for 5 turns. 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 ability. |
shielding rune of the wizard (absorb 460 for 6 turns) shielding rune of the wizard (absorb 460 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 460 damage for 6 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 ability. |
shielding rune of the wizard (absorb 606 for 6 turns) shielding rune of the wizard (absorb 606 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 606 damage for 6 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 ability. |
shielding rune of the wizard (absorb 537 for 6 turns) shielding rune of the wizard (absorb 537 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 537 damage for 6 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 ability. |
shielding rune of the wizard (absorb 604 for 8 turns) shielding rune of the wizard (absorb 604 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 604 damage for 8 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 ability. |
shielding rune of the wizard (absorb 456 for 6 turns) shielding rune of the wizard (absorb 456 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 456 damage for 6 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 ability. |
teleportation rune (range 66) teleportation rune (range 66)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 62) teleportation rune (range 62)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 81) teleportation rune (range 81)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 85) teleportation rune (range 85)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 25) teleportation rune (range 25)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 25 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 29) teleportation rune (range 29)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 29 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 77) teleportation rune (range 77)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 61) teleportation rune (range 61)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 38) teleportation rune (range 38)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 113) teleportation rune of the duelist (range 113)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 113 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 129) teleportation rune of the psychic (range 129)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. 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 ability. |
teleportation rune of the psychic (range 129) teleportation rune of the psychic (range 129)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. 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 ability. |
teleportation rune of the psychic (range 129) teleportation rune of the psychic (range 129)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. 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 ability. |
teleportation rune of the psychic (range 105) teleportation rune of the psychic (range 105)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 105 with a minimum range of 15. 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 ability. |
teleportation rune of the psychic (range 87) teleportation rune of the psychic (range 87)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 87 with a minimum range of 15. 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 ability. |
teleportation rune of the sneak (range 78) teleportation rune of the sneak (range 78)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. 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 ability. |
teleportation rune of the sneak (range 82) teleportation rune of the sneak (range 82)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. 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 ability. |
teleportation rune of the sneak (range 101) teleportation rune of the sneak (range 101)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 101 with a minimum range of 15. 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 ability. |
teleportation rune of the titan (range 115) teleportation rune of the titan (range 115)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 115 with a minimum range of 15. 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 ability. |
teleportation rune of the titan (range 133) teleportation rune of the titan (range 133)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 133 with a minimum range of 15. 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 ability. |
teleportation rune of the titan (range 84) teleportation rune of the titan (range 84)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 84 with a minimum range of 15. 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 ability. |
teleportation rune of the titan (range 60) teleportation rune of the titan (range 60)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 60 with a minimum range of 15. 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 ability. |
teleportation rune of the titan (range 130) teleportation rune of the titan (range 130)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. 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 ability. |
teleportation rune of the warrior (range 221) teleportation rune of the warrior (range 221)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 221 with a minimum range of 15. 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 ability. |
teleportation rune of the warrior (range 160) teleportation rune of the warrior (range 160)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 160 with a minimum range of 15. 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 ability. |
vision rune (radius 8; dur 12; see horror) vision rune (radius 8; dur 12; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 15) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 16; dur 15; see undead) vision rune (radius 16; dur 15; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (16 radius) and to allow you to see invisible and stealthed creatures (power 23) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any undead around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 14; dur 22; see undead) vision rune (radius 14; dur 22; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 18) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any undead around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 10; dur 15; see dragon) vision rune (radius 10; dur 15; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 10) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 14; dur 17; see dragon) vision rune (radius 14; dur 17; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 12) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 13; dur 23; see dragon) vision rune (radius 13; dur 23; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 20) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 10; dur 23; see humanoid) vision rune (radius 10; dur 23; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 23) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any humanoid around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 13; dur 27; see horror) vision rune (radius 13; dur 27; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 20) for 27 turns. Your mind will become more receptive for 27 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the duelist (radius 10; dur 28; see animal) vision rune of the duelist (radius 10; dur 28; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 30) for 28 turns. Your mind will become more receptive for 28 turns, allowing you to sense any animal around. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the duelist (radius 13; dur 19; see demon) vision rune of the duelist (radius 13; dur 19; see demon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 33) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any demon around. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the psychic (radius 12; dur 17; see humanoid) vision rune of the psychic (radius 12; dur 17; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 19) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any humanoid around. 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 ability. |
vision rune of the sneak (radius 10; dur 15; see demon) vision rune of the sneak (radius 10; dur 15; see demon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 18) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any demon around. 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 ability. |
vision rune of the titan (radius 17; dur 18; see animal) vision rune of the titan (radius 17; dur 18; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 33) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any animal around. 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 ability. |
vision rune of the titan (radius 13; dur 17; see undead) vision rune of the titan (radius 13; dur 17; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 22) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any undead around. 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 ability. |
vision rune of the titan (radius 14; dur 21; see undead) vision rune of the titan (radius 14; dur 21; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 23) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any undead around. 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 ability. |
vision rune of the warrior (radius 14; dur 29; see horror) vision rune of the warrior (radius 14; dur 29; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 37) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any horror around. 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 ability. |
vision rune of the warrior (radius 13; dur 27; see animal) vision rune of the warrior (radius 13; dur 27; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 32) for 27 turns. Your mind will become more receptive for 27 turns, allowing you to sense any animal around. 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 ability. |
vision rune of the warrior (radius 13; dur 22; see undead) vision rune of the warrior (radius 13; dur 22; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 34) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any undead around. 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 ability. |
vision rune of the wizard (radius 13; dur 17; see dragon) vision rune of the wizard (radius 13; dur 17; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 29) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any dragon around. 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 ability. |
vision rune of the wizard (radius 14; dur 19; see horror) vision rune of the wizard (radius 14; dur 19; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 31) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any horror around. 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 ability. |
vision rune of the wizard (radius 12; dur 15; see undead) vision rune of the wizard (radius 12; dur 15; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 35) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any undead around. 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 ability. |
vision rune of the wizard (radius 11; dur 24; see animal) vision rune of the wizard (radius 11; dur 24; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 29) for 24 turns. Your mind will become more receptive for 24 turns, allowing you to sense any animal around. 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 ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Arthochik the Blastgash Arthochik the BlastgashPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 41% chance to daze Damage when hit (Melee): 20 fire Changes stats: +10 Mag Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Amulets can have magical properties. |
Arutira =eclipse, max damage= Arutira =eclipse, max damage=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 10 light / 8 darkness Effects when hit in melee: * 9% chance to blind * 9% chance to inflict damage reduction Damage when hit (Melee): 4 arcane / 8 temporal Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Changes damage: +3% temporal / +11% light / +9% darkness Amulets can have magical properties. |
Baledradin the Offalbreak Baledradin the OffalbreakCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Str / +1 Wil / +1 Con Changes resistances: +3% nature Changes damage: +12% nature Grants telepathy: Dragon Talent mastery: +0.34 Celestial / Combat Amulets can have magical properties. |
Bethebeth BethebethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex / +3 Wil Changes resistances: +3% lightning / +6% cold / +6% darkness Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 212 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Choker of Dread 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 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 206 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Flameripper the gold amulet Flameripper the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal / 4 fire Changes stats: +5 Dex Changes resistances: +3% fire Changes resistances penetration: +5% temporal Amulets can have magical properties. |
Frost Lord's Chain =test this= Frost Lord's Chain =test this=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Furnacefiend =50% tele. imm= Furnacefiend =50% tele. imm=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Fatigue: -6% Changes resistances: +12% fire Physical save: +6 (+1 eff.) Teleport immunity: +50% Healing mod.: +15% It can be used to teleport you randomly (rad 43), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Galesmash the gold amulet Galesmash the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances penetration: +10% lightning / +5% fire Changes damage: +12% lightning / +6% fire / +9% mind Teleport immunity: +50% It can be used to teleport you randomly (rad 48), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% Only die when reaching: +0.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.2 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 410.18 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Grinoneg GrinonegPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +3 Mag Changes damage: +6% mind Mindpower: +4 (+2 eff.) Amulets can have magical properties. |
Ivaresevea IvareseveaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +2 (+0 eff.) Changes stats: +2 Con Changes resistances: +18% mind Confusion immunity: +36% Life regen: +0.20 Only die when reaching: -40.00 life Amulets can have magical properties. |
Jetzeal the stralite amulet Jetzeal the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 darkness Changes resistances: +15% darkness / +26% temporal Changes damage: +3% mind Pinning immunity: +44% Knockback immunity: +39% Amulets can have magical properties. |
Magmaarc the gold amulet =30% slow, 36% stun imm= Magmaarc the gold amulet =30% slow, 36% stun imm=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes resistances: +25% lightning / +3% temporal / +6% light Changes damage: +6% fire Stun/Freeze immunity: +36% Amulets can have magical properties. |
Moldgrinder MoldgrinderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% lightning Changes resistances penetration: +5% nature Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Amulets can have magical properties. |
Noonresolve the gold amulet =15% light respen= Noonresolve the gold amulet =15% light respen=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Changes resistances penetration: +15% light Changes damage: +6% acid / +8% physical Combat speed: +10% Amulets can have magical properties. |
Smolderwrack the gold amulet Smolderwrack the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +6 Mag Changes resistances: +3% lightning Stun/Freeze immunity: +5% Knockback immunity: +25% Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Veluna the Jetjam Veluna the JetjamCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +1 Mag Changes damage: +6% acid Critical mult.: +18.00% Maximum vim: +30.00 Spell crit. chance: +3% Damage Shield penetration: +40% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xayara the gold amulet =tri saves, 15% confuse im= Xayara the gold amulet =tri saves, 15% confuse im=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +3 Wil Changes resistances: +17% fire / +16% cold Critical mult.: +5.00% Physical save: +13 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +21 (+5 eff.) Confusion immunity: +15% Maximum psi: +30.00 Mindpower: +12 (+6 eff.) Amulets can have magical properties. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
clarifying gold amulet of cunning (+6) clarifying gold amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Cun Changes resistances: +16% mind Confusion immunity: +23% Amulets can have magical properties. |
clarifying stralite amulet clarifying stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% mind Confusion immunity: +34% Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet 'Duathelpall' copper amulet 'Duathelpall'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 darkness Changes resistances: +6% nature Changes damage: +9% darkness Life regen: +1.40 Amulets can have magical properties. |
copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
enraging stralite amulet enraging stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +6% physical Combat speed: +10% Amulets can have magical properties. |
enraging voratun amulet of vision enraging voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +9% physical Blindness immunity: +32% Infravision radius: +7 Sight radius: +2 See invisible: +10 Combat speed: +10% Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet 'Branyrehell' gold amulet 'Branyrehell'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes resistances: +9% acid Changes resistances penetration: +10% mind Changes damage: +9% blight / +18% acid Life regen: +3.10 Amulets can have magical properties. |
gold amulet of magic (+5) gold amulet of magic (+5)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag Amulets can have magical properties. |
gold amulet of soulsearing gold amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes damage: +8% blight / +10% fire Critical mult.: +13.00% Spellpower: +10 (+2 eff.) Amulets can have magical properties. |
grounding stralite amulet of constitution (+6) grounding stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +18% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
grounding stralite amulet of strength (+7) grounding stralite amulet of strength (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str Changes resistances: +18% lightning Stun/Freeze immunity: +31% Amulets can have magical properties. |
insulating stralite amulet of mastery (0.25 Technique / Combat training) insulating stralite amulet of mastery (0.25 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +17% fire / +14% cold Talent mastery: +0.25 Technique / Combat training Amulets can have magical properties. |
insulating voratun amulet insulating voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% fire / +21% cold Amulets can have magical properties. |
insulating voratun amulet of strength (+6) insulating voratun amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str Changes resistances: +10% fire / +26% cold Amulets can have magical properties. |
protective stralite amulet protective stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes resistances cap: +4% all Physical save: +16 (+3 eff.) Amulets can have magical properties. |
protective stralite amulet of perfection (0.26 Wild-gift / Harmony,0.26 Cunning / Survival) protective stralite amulet of perfection (0.26 Wild-gift / Harmony,0.26 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Changes resistances cap: +4% all Talent masteries: +0.26 Wild-gift / Harmony +0.26 Cunning / Survival Physical save: +7 (+1 eff.) Amulets can have magical properties. |
restful copper amulet of magic (+3) restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +0.90 Amulets can have magical properties. |
restful steel amulet restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Life regen: +1.90 Amulets can have magical properties. |
restful voratun amulet of magic (+9) restful voratun amulet of magic (+9)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Mag Life regen: +2.10 Amulets can have magical properties. |
savior's copper amulet savior's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +13 (+3 eff.) Amulets can have magical properties. |
stabilizing voratun amulet stabilizing voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% temporal Pinning immunity: +50% Knockback immunity: +46% Amulets can have magical properties. |
stabilizing voratun amulet stabilizing voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% temporal Pinning immunity: +46% Knockback immunity: +47% Amulets can have magical properties. |
starlit gold amulet of dexterity (+4) starlit gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% light / +12% darkness Blindness immunity: +25% Amulets can have magical properties. |
starlit gold amulet of mastery (0.20 Technique / Shield offense) starlit gold amulet of mastery (0.20 Technique / Shield offense)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% light / +17% darkness Talent mastery: +0.20 Technique / Shield offense Blindness immunity: +21% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet 'Hellssorrow' =celestial/guardian= steel amulet 'Hellssorrow' =celestial/guardian=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 lightning / 4 fire Changes stats: +4 Cun Changes resistances: +9% fire Talent mastery: +0.10 Celestial / Guardian Life regen: +1.50 Amulets can have magical properties. |
steel amulet of cunning (+3) steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet 'Gloomquarry' stralite amulet 'Gloomquarry'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +26% mind / +15% darkness Changes resistances penetration: +5% mind Changes damage: +9% darkness Confusion immunity: +44% Amulets can have magical properties. |
stralite amulet 'Greenquell' =40% slow= stralite amulet 'Greenquell' =40% slow=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 nature / 20 fire Changes resistances: +3% fire Changes damage: +12% nature / +3% fire Life regen: +3.30 Amulets can have magical properties. |
tri save, 50pin+kb imm tri save, 50pin+kb immPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +7 Cun Changes resistances: +3% darkness / +30% temporal Changes resistances penetration: +15% blight / +15% darkness Changes damage: +24% blight / +14% fire / +6% darkness / +9% arcane Critical mult.: +17.00% Physical save: +25 (+5 eff.) Spell save: +25 (+5 eff.) Mental save: +25 (+6 eff.) Pinning immunity: +50% Knockback immunity: +50% Spellpower: +13 (+3 eff.) Amulets can have magical properties. |
vitalizing voratun amulet of mastery (0.37 Technique / Two-handed assault) vitalizing voratun amulet of mastery (0.37 Technique / Two-handed assault)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Talent mastery: +0.37 Technique / Two-handed assault Physical save: +16 (+3 eff.) Life regen: +2.40 Maximum life: +53.00 Amulets can have magical properties. |
vitalizing voratun amulet of vision vitalizing voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Physical save: +14 (+3 eff.) Blindness immunity: +26% Life regen: +2.20 Maximum life: +66.00 Infravision radius: +7 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
voratun amulet 'Brightwire' voratun amulet 'Brightwire'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% light / +30% temporal Changes damage: +3% light Physical save: +12 (+2 eff.) Pinning immunity: +47% Knockback immunity: +50% Life regen: +0.60 Maximum life: +20.00 Light radius: +2 Amulets can have magical properties. |
voratun amulet 'Ravenparry' =< eclipse, but still okay= voratun amulet 'Ravenparry' =< eclipse, but still okay=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +7 Defense: +7 (+2 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 darkness Changes resistances: +21% lightning / +3% temporal Changes resistances cap: +6% all Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +10% physical Physical save: +23 (+5 eff.) Stun/Freeze immunity: +31% Light radius: +1 Combat speed: +10% Amulets can have magical properties. |
voratun amulet 'Xanawyn' voratun amulet 'Xanawyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +1 Dex / +2 Wil / +3 Con Changes resistances: +6% acid Changes resistances penetration: +5% acid Changes damage: +6% mind Life regen: +4.50 Mindpower: +4 (+2 eff.) See invisible: +3 Amulets can have magical properties. |
voratun amulet of mastery (0.27 Cunning / Survival) voratun amulet of mastery (0.27 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.27 Cunning / Survival Amulets can have magical properties. |
voratun amulet of teleportation voratun amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 50), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
warrior's gold amulet of cunning (+5) warrior's gold amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
warrior's gold amulet of healing warrior's gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +7% physical Cut immunity: +40% Stamina each turn: +0.50 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 168 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's stralite amulet of dexterity (+5) warrior's stralite amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Dex Changes resistances: +9% physical Stamina each turn: +0.50 Amulets can have magical properties. |
warrior's voratun amulet warrior's voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +12% physical Stamina each turn: +1.10 Amulets can have magical properties. |
warrior's voratun amulet warrior's voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +13% physical Stamina each turn: +0.90 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Abysswell the steel ring =5% light respen= Abysswell the steel ring =5% light respen=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% acid / +9% fire Changes resistances penetration: +5% light Changes damage: +12% acid / +6% fire / +6% light Rings can have magical properties. |
Adulravena AdulravenaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes resistances: +20% mind Changes damage: +20% mind Vim when firing critical spell: +4.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
Areth ArethInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +9% blight Poison immunity: +10% Life regen: +0.80 Only die when reaching: -40.00 life Maximum life: +51.00 Healing mod.: +14% Rings can have magical properties. |
Arthegen ArthegenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +6% blight Maximum encumbrance: +20 Stun/Freeze immunity: +29% Life regen: +2.40 Stamina each turn: +0.40 Maximum stamina: +5.00 Rings can have magical properties. |
Balichik the voratun ring Balichik the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +1 Str / +1 Mag Changes resistances: +40% lightning Changes resistances penetration: +15% arcane Changes damage: +20% lightning Maximum hate: +6.00 Light radius: +1 Heals friendly targets nearby when you use a nature summon: +50 Rings can have magical properties. |
Belymina the voratun ring Belymina the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Str / +2 Dex / +5 Cun Changes resistances: +17% mind Changes resistances penetration: +5% blight Changes damage: +17% mind / +12% blight Rings can have magical properties. |
Bethylrawe =tri immunities= Bethylrawe =tri immunities=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +2 Dex Changes damage: +12% mind Disarm immunity: +40% Pinning immunity: +44% Knockback immunity: +44% Stamina each turn: +0.40 Maximum life: +74.00 Rings can have magical properties. |
Blindgasher the gold ring Blindgasher the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances penetration: +20% darkness Mental save: +6 (+2 eff.) Blindness immunity: +38% Disarm immunity: +5% Infravision radius: +5 See stealth: +11 See invisible: +14 Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Burnoracle BurnoraclePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +9 Mag / +4 Wil Changes resistances: +9% fire Changes resistances penetration: +5% blight / +5% fire Spell save: +8 (+2 eff.) Spellpower: +14 (+4 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
Camehor the gold ring Camehor the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Changes resistances: +3% nature / +12% darkness Changes resistances penetration: +10% acid Changes damage: +3% acid Rings can have magical properties. |
Ce'Noritta Ce'NorittaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning / +6% mind Changes damage: +12% lightning Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.08 Mental crit. chance: +1% Rings can have magical properties. |
Chalorin the stralite ring =tri imm, 30% dmg sh. pen= Chalorin the stralite ring =tri imm, 30% dmg sh. pen=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Spell save: +20 (+4 eff.) Disarm immunity: +43% Pinning immunity: +40% Knockback immunity: +44% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +35.00 Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
Chargetreason ChargetreasonInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 45% chance to daze Damage when hit (Melee): 4 nature / 12 lightning Changes stats: +7 Cun / +8 Wil Changes resistances: +6% arcane / +6% lightning Mindpower: +13 (+6 eff.) Rings can have magical properties. |
Dairomathel DairomathelPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances: +13% temporal Changes damage: +13% temporal Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +4.00 Maximum life: +10.00 Rings can have magical properties. |
Deepsarc DeepsarcInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom * 30% chance to inflict damage reduction Damage (Melee): 21 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 15 bleed Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +1 Dex / +9 Cun Changes resistances: +6% darkness Changes damage: +9% darkness Reduces incoming crit damage: 10.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 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 44%. Rings can have magical properties. |
Earerim the voratun ring Earerim the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +2 Cun / +1 Wil Grants telepathy: Humanoid/Orc Psi when hit: +0.24 Maximum psi: +10.00 Spellpower: +14 (+4 eff.) Mindpower: +16 (+7 eff.) Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emelebrevea the Cloudream Emelebrevea the CloudreamCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +9 Str Changes resistances: +9% lightning Changes resistances penetration: +15% lightning Changes damage: +18% lightning Rings can have magical properties. |
Emonor the gold ring Emonor the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str Changes resistances: +13% mind Changes damage: +13% mind Blindness immunity: +22% Stun/Freeze immunity: +28% Life regen: +1.30 Mindpower: +6 (+3 eff.) Infravision radius: +4 See stealth: +5 See invisible: +11 Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 127.10 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glintcutter the voratun ring =light, 5% light respen= Glintcutter the voratun ring =light, 5% light respen=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +9% light Mental save: +14 (+4 eff.) Confusion immunity: +38% Rings can have magical properties. |
Isogassra =light= Isogassra =light=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex / +2 Wil Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
Koryrogen =sinv'= Koryrogen =sinv'=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances penetration: +5% blight Critical mult.: +15.00% Blindness immunity: +50% Infravision radius: +4 See stealth: +21 See invisible: +21 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Lisyrebeth the steel ring Lisyrebeth the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +5% arcane Physical save: +6 (+1 eff.) Mental save: +28 (+7 eff.) Disarm immunity: +15% Confusion immunity: +29% Rings can have magical properties. |
Moldransom MoldransomCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 8 acid Changes resistances: +9% nature / +12% acid Changes damage: +9% nature Maximum encumbrance: +36 Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Silyrida the Stokepower Silyrida the StokepowerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +5% arcane Changes resistances penetration: +5% fire Changes damage: +3% fire Spellpower: +9 (+2 eff.) Rings can have magical properties. |
Turodrafast the voratun ring =painw., t5, 30% phys pen= Turodrafast the voratun ring =painw., t5, 30% phys pen=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +20 (+4 eff.) Changes stats: +5 Mag / +8 Cun / +6 Con Changes resistances penetration: +30% physical Changes damage: +8% all Critical mult.: +6.00% Physical save: +9 (+2 eff.) Spell save: +20 (+4 eff.) Life regen: +0.20 Maximum life: +30.00 Maximum stamina: +40.00 Spellpower: +35 (+9 eff.) Mindpower: +20 (+8 eff.) Rings can have magical properties. |
Unredil the gold ring Unredil the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +1 Mag / +1 Wil / +2 Cun Grants telepathy: Humanoid/Orc Mental save: +8 (+2 eff.) Confusion immunity: +37% Rings can have magical properties. |
Xira the Dimhunter Xira the DimhunterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +9% acid / +9% fire Changes resistances penetration: +15% acid Changes damage: +6% acid Disarm immunity: +29% Pinning immunity: +38% Knockback immunity: +35% Maximum life: +38.00 Rings can have magical properties. |
Zuboda the Woekin Zuboda the WoekinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% lightning / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +14% lightning Rings can have magical properties. |
conjurer's stralite ring of clarity conjurer's stralite ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Mental save: +10 (+3 eff.) Confusion immunity: +34% Spellpower: +12 (+3 eff.) Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring of blight (+10%) copper ring of blight (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +23% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +23% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +23.00 Rings can have magical properties. |
gold ring 'Betyba' gold ring 'Betyba'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str / +1 Mag Spell save: +6 (+1 eff.) Vim when firing critical spell: +5.00 Spellpower: +11 (+3 eff.) Mindpower: +10 (+5 eff.) Rings can have magical properties. |
gold ring 'Xawen' gold ring 'Xawen'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 4 mind Changes resistances: +30% lightning / +3% darkness Changes damage: +15% lightning Mental save: +8 (+2 eff.) Cut immunity: +15% Disarm immunity: +5% Confusion immunity: +32% Stun/Freeze immunity: +5% Life regen: +1.00 Maximum life: +63.00 Healing mod.: +16% Rings can have magical properties. |
gold ring of corrosion (+24%) gold ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
marksman's copper ring of nature (+20%) marksman's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Rings can have magical properties. |
mule's copper ring of perseverance mule's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
mule's gold ring mule's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +24 Rings can have magical properties. |
mule's stralite ring of fire (+30%) mule's stralite ring of fire (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes resistances: +30% fire Changes damage: +15% fire Maximum encumbrance: +29 Rings can have magical properties. |
mule's voratun ring of fire (+30%) mule's voratun ring of fire (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Changes resistances: +30% fire Changes damage: +15% fire Maximum encumbrance: +33 Rings can have magical properties. |
painweaver's voratun ring of clarity =new max dmg= painweaver's voratun ring of clarity =new max dmg=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Changes damage: +8% all Mental save: +12 (+3 eff.) Confusion immunity: +36% Spellpower: +20 (+5 eff.) Mindpower: +20 (+8 eff.) Rings can have magical properties. |
psionicist's gold ring of clarity psionicist's gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +18 (+5 eff.) Confusion immunity: +32% Rings can have magical properties. |
psionicist's voratun ring psionicist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+4 eff.) Rings can have magical properties. |
psionicist's voratun ring of frost (+40%) psionicist's voratun ring of frost (+40%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +40% cold Changes damage: +20% cold Mental save: +20 (+5 eff.) Rings can have magical properties. |
rogue's gold ring rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Rings can have magical properties. |
rogue's stralite ring of sensing rogue's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Cun Blindness immunity: +27% Infravision radius: +5 See stealth: +21 See invisible: +9 Rings can have magical properties. |
savage's gold ring savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+2 eff.) Maximum stamina: +12.00 Rings can have magical properties. |
savior's stralite ring savior's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+3 eff.) Rings can have magical properties. |
steel ring 'Delerath' steel ring 'Delerath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 physical Changes stats: +6 Str Changes resistances: +3% acid Changes damage: +6% acid Maximum encumbrance: +40 Rings can have magical properties. |
steel ring 'Velolaith' steel ring 'Velolaith'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +4 Mag Critical mult.: +3.00% Maximum encumbrance: +40 Spell save: +8 (+2 eff.) Rings can have magical properties. |
steel ring of arcana(+0.10/turn) steel ring of arcana(+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +24% Mana each turn: +0.10 Rings can have magical properties. |
steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +26% Infravision radius: +4 See stealth: +7 See invisible: +9 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Lightriver' stralite ring 'Lightriver'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light / 4 acid Changes resistances: +24% acid / +36% cold / +5% arcane Changes damage: +3% acid / +18% cold Rings can have magical properties. |
stralite ring 'Radiancespawn' stralite ring 'Radiancespawn'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +6% light Changes resistances penetration: +10% temporal Changes damage: +15% temporal Mental save: +13 (+3 eff.) Confusion immunity: +41% Light radius: +3 Rings can have magical properties. |
stralite ring 'Zanudan' stralite ring 'Zanudan'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +2 Con Changes resistances: +3% temporal Changes resistances penetration: +15% temporal Spellpower: +13 (+3 eff.) Mindpower: +10 (+5 eff.) Light radius: +1 See invisible: +6 Rings can have magical properties. |
stralite ring of clarity stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Mental save: +9 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
stralite ring of clarity stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Mental save: +9 (+2 eff.) Confusion immunity: +33% Rings can have magical properties. |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.50 Maximum life: +56.00 Healing mod.: +11% Rings can have magical properties. |
stralite ring of tenacity stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Disarm immunity: +24% Pinning immunity: +32% Knockback immunity: +26% Maximum life: +27.00 Rings can have magical properties. |
titan's gold ring titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
titan's voratun ring titan's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Con Physical save: +16 (+3 eff.) Rings can have magical properties. |
titan's voratun ring of tenacity titan's voratun ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Physical save: +20 (+4 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Rings can have magical properties. |
treant's copper ring treant's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +5% blight Poison immunity: +10% Disease immunity: +11% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Ragekath' voratun ring 'Ragekath'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +7 Dex / +8 Cun / +4 Con Changes resistances: +3% lightning / +6% fire / +40% nature Changes damage: +20% nature Spell save: +33 (+7 eff.) Disease immunity: +5% Stun/Freeze immunity: +15% Maximum stamina: +19.00 Rings can have magical properties. |
voratun ring of clarity voratun ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Mental save: +10 (+3 eff.) Confusion immunity: +38% Rings can have magical properties. |
voratun ring of misery voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +9 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
warrior's steel ring of clarity warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +5 (+1 eff.) Confusion immunity: +22% Rings can have magical properties. |
warrior's voratun ring warrior's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Rings can have magical properties. |
wizard's gold ring wizard's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Rings can have magical properties. |
wizard's stralite ring of perseverance wizard's stralite ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+2 eff.) Stun/Freeze immunity: +43% Life regen: +3.60 Rings can have magical properties. |
Isibreta (88-132 power, 4 apr) Isibreta (88-132 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.0 - 132.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +1 Str Changes resistances: +4% physical Mental save: +6 (+2 eff.) Blindness immunity: +10% Only die when reaching: -60.00 life Massive two-handed mauls. |
Yvasebreta the voratun greatmaul (88-132 power, 4 apr) Yvasebreta the voratun greatmaul (88-132 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.0 - 132.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight / +6% fire / +6% light / +9% acid Changes damage: +21% acid Spell save: +24 (+5 eff.) Stun/Freeze immunity: +10% Massive two-handed mauls. |
quick voratun greatmaul of crippling (63.5-95.25 power, 4 apr) quick voratun greatmaul of crippling (63.5-95.25 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +17.0% Changes stats: +10 Dex Massive two-handed mauls. |
Ulondur the voratun greatsword (83-132.8 power, 4 apr) Ulondur the voratun greatsword (83-132.8 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +4 acid When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +2 Con Changes damage: +12% physical Massive two-handed swords. |
Kindlenull KindlenullRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 52% chance to disease Damage (Ranged): +17 acid Burst (radius 1) on hit: +6 light / +4 blight When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +15.0% Changes stats: +8 Dex Changes resistances: +9% blight Changes resistances penetration: +10% blight / +25% physical Changes damage: +18% acid / +9% blight Light radius: +2 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Strikepython' dragonbone longbow 'Strikepython'Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to blind * 40% chance to daze Damage (Ranged): +20 cold When wielded/worn: Armour: +15 Changes resistances: +15% acid / +9% light / +12% fire / +15% cold / +17% lightning Changes resistances penetration: +17% physical / +10% mind / +15% cold Changes damage: +21% lightning / +20% physical / +6% mind Spell save: +15 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Blood-Edge (46-64.4 power, 7 apr) Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (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 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 44%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
flaming voratun mace (45.5-63.7 power, 6 apr) flaming voratun mace (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +19 fire Blunt and deadly. |
hateful voratun mace of disruption (45.5-63.7 power, 6 apr) hateful voratun mace of disruption (45.5-63.7 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +19 darkness Damage against: +11% Living / +27% Unnatural Blunt and deadly. |
voratun mace of amnesia (44.5-62.3 power, 6 apr) voratun mace of amnesia (44.5-62.3 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Blunt and deadly. |
Velawen the living mindstar (16-17.6 power, 40 apr, mind damage) Velawen the living mindstar (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +4 Physical power: +4 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +15% mind / +15% darkness Changes damage: +15% physical / +25% mind / +25% darkness Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Physical save: +12 (+2 eff.) Mental save: +10 (+3 eff.) Stamina each turn: +0.80 Hate per kill: +5.00 Psi per kill: +5.00 Maximum psi: +50.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% It can be used to inflict 113.67 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of sand (16.5-18.15 power, 40 apr, nature damage) living mindstar of sand (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 18 physical Changes resistances: +18% physical Changes resistances penetration: +9% physical Changes damage: +20% physical Mindpower: +10 (+5 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 17 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
drakeskin leather sling 'Flarepain' drakeskin leather sling 'Flarepain'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +35 nature / +16 cold Burst (radius 2) on crit: +6 fire When wielded/worn: Armour: +15 Changes stats: +1 Con Changes resistances: +8% all Changes resistances penetration: +5% temporal / +21% physical / +15% nature / +15% cold Changes damage: +22% physical Grants telepathy: Dragon See invisible: +9 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc 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 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 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." |
Ivigana the Fognaught (30-36 power, 6 apr, darkness element) Ivigana the Fognaught (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +2 Str / +11 Con Changes resistances: +9% nature Changes damage: +33% darkness Talent granted: +1 Command Staff Life regen: +1.90 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +28% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 136.44 light damage. Staves designed for wielders of magic, by the greats of the art. |
Ivoyata the dragonbone starstaff (30-36 power, 6 apr, physical element) Ivoyata the dragonbone starstaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +3% physical Changes damage: +9% mind / +30% physical Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Mental save: +9 (+2 eff.) Disease immunity: +20% Stun/Freeze immunity: +10% Spellpower: +15 (+4 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
Shadetrencher the dragonbone starstaff (30-36 power, 6 apr, darkness element) Shadetrencher the dragonbone starstaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 blight When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 8 blight Changes resistances: +6% blight / +3% temporal Changes resistances penetration: +10% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Confusion immunity: +15% Pinning immunity: +5% Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Flashstreak' (30-36 power, 6 apr, fire element) dragonbone vilestaff 'Flashstreak' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 arcane When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +9% light Changes resistances penetration: +5% arcane / +5% mind Changes damage: +9% light / +30% fire Talent granted: +1 Command Staff Physical save: +15 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +15 (+4 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood starstaff of fate (25-30 power, 5 apr, light element) magewarrior's short elven-wood starstaff of fate (25-30 power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +11 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Spellpower: +20 (+5 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Adythra the voratun waraxe (39-54.6 power, 6 apr) Adythra the voratun waraxe (39-54.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% Burst (radius 1) on hit: +12 blight / +18 fire When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 30% chance to disease Changes stats: +4 Dex Changes resistances: +8% all Changes resistances penetration: +7% nature Changes damage: +12% blight Physical save: +10 (+2 eff.) One-handed war axes. |
Voidroar (41.5-58.1 power, 6 apr) Voidroar (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +19 acid / +4 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +14 (+3 eff.) Damage when hit (Melee): 4 darkness / 20 temporal Changes resistances penetration: +15% physical Changes damage: +15% physical / +9% darkness / +3% light One-handed war axes. |
acidic voratun waraxe of rage (39.5-55.3 power, 6 apr) acidic voratun waraxe of rage (39.5-55.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +5 Str Changes damage: +15% physical Stamina when hit: +2.00 One-handed war axes. |
warbringer's voratun waraxe (39.5-55.3 power, 6 apr) warbringer's voratun waraxe (39.5-55.3 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +15% physical Disarm immunity: +21% One-handed war axes. |
Betolralena the Noonire Betolralena the NoonireInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 41% chance to blind Damage when hit (Melee): 4 temporal Changes stats: +5 Wil Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Mental save: +13 (+3 eff.) Maximum life: +110.00 Light radius: +1 A belt that goes around your waist. |
Brightire the hardened leather belt =10% light respen= Brightire the hardened leather belt =10% light respen=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Dex / +4 Cun / +7 Lck Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +10% all Trap disarming bonus: +16 Stealth bonus: +7 Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +5 A belt that goes around your waist. |
Brodizilarion BrodizilarionPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Mag / +4 Wil Changes resistances: +3% mind Changes resistances penetration: +5% arcane Spell save: +10 (+2 eff.) Mental save: +11 (+3 eff.) Spellpower: +7 (+2 eff.) A belt that goes around your waist. |
Cobratorrent the hardened leather belt =40% slow= Cobratorrent the hardened leather belt =40% slow=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +10% fire / +11% cold Changes resistances penetration: +10% nature Changes damage: +6% nature A belt that goes around your waist. |
Glarana GlaranaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes stats: +1 Mag Changes resistances: +9% mind Changes resistances penetration: +10% mind Spell save: +6 (+1 eff.) Mana each turn: +0.04 It can be used to create a temporary shield that absorbs 275 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +0.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Shadowserpent the hardened leather belt =tri saves+stats, max dmg= Shadowserpent the hardened leather belt =tri saves+stats, max dmg=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun Changes resistances: +3% temporal Changes resistances penetration: +20% temporal Changes damage: +10% all Physical save: +15 (+3 eff.) Spell save: +16 (+3 eff.) Mental save: +15 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +5% A belt that goes around your waist. |
Tulohor the Radianceborn Tulohor the RadiancebornInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Str / +6 Con Changes resistances: +2% physical Mental save: +13 (+3 eff.) Mana each turn: +0.08 Maximum stamina: +10.00 Mindpower: +10 (+5 eff.) Light radius: +1 A belt that goes around your waist. |
Yvama YvamaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Wil Changes resistances penetration: +5% arcane Spell save: +29 (+6 eff.) Mana each turn: +0.08 Mana when firing critical spell: +1.00 Spellpower: +4 (+1 eff.) Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Oloromiyador' drakeskin leather belt 'Oloromiyador'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +6% arcane / +3% acid Reduces incoming crit damage: 10.00% Physical save: +21 (+4 eff.) Disarm immunity: +15% Knockback immunity: +20% Only die when reaching: -20.00 life Mindpower: +11 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
drakeskin leather belt 'Radiancegrinder' drakeskin leather belt 'Radiancegrinder'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes damage: +24% mind Reduced damage from: +45% Summoned Grants telepathy: Dragon Humanoid/Orc Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+2 eff.) Light radius: +3 A belt that goes around your waist. |
insulating drakeskin leather belt of recklessness insulating drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes resistances: +15% fire / +15% cold Critical mult.: +11.00% A belt that goes around your waist. |
insulating drakeskin leather belt of shielding insulating drakeskin leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Changes resistances: +11% fire / +14% cold It can be used to create a temporary shield that absorbs 383 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
nightruned hardened leather belt of resilience nightruned hardened leather belt of resiliencePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +11% light / +8% darkness Maximum life: +46.00 A belt that goes around your waist. |
noble's drakeskin leather belt noble's drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Reduced damage from: +42% Summoned A belt that goes around your waist. |
noble's drakeskin leather belt of burglary noble's drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +10 Lck Reduced damage from: +45% Summoned Trap disarming bonus: +29 Stealth bonus: +15 Infravision radius: +6 A belt that goes around your waist. |
noble's drakeskin leather belt of recklessness noble's drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Reduced damage from: +32% Summoned Critical mult.: +14.00% A belt that goes around your waist. |
noble's hardened leather belt of the mystic noble's hardened leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Reduced damage from: +24% Summoned Mental save: +8 (+2 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
not great not greatPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Fatigue: -9% Changes stats: +5 Wil / +5 Mag Changes resistances: +14% fire / +11% cold Changes damage: +6% blight Critical mult.: +15.00% Maximum encumbrance: +60 Mana each turn: +0.56 Equilibrium when hit: +0.24 Maximum mana: +51.00 Mental crit. chance: +3% A belt that goes around your waist. |
reinforced drakeskin leather belt of the vagrant reinforced drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +11 (+3 eff.) Changes stats: +5 Con Physical save: +22 (+4 eff.) Mental save: +11 (+3 eff.) Mindpower: +9 (+4 eff.) A belt that goes around your waist. |
Aeryldassra the elven-silk cloak (14 def, 0 armour) Aeryldassra the elven-silk cloak (14 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +14 (+4 eff.) Changes stats: +5 Dex / +5 Mag / +9 Wil / +4 Cun Maximum encumbrance: +20 Physical save: +14 (+3 eff.) Spell save: +11 (+2 eff.) Maximum mana: +71.00 Maximum stamina: +5.00 Mental crit. chance: +6% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nyda the elven-silk cloak (3 def, 0 armour) Ce'Nyda the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% darkness / +5% arcane Changes resistances penetration: +5% darkness Changes damage: +14% darkness Stealth bonus: +6 Physical save: +8 (+2 eff.) Spell save: +20 (+4 eff.) Mental save: +24 (+6 eff.) Silence immunity: +10% Only die when reaching: -50.00 life Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) 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 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+3 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 38 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 21% 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. |
Cobravenom the elven-silk cloak (3 def, 0 armour) Cobravenom the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +3 Wil / +2 Cun / +5 Con Changes resistances penetration: +15% nature / +5% mind Changes damage: +9% nature Physical save: +15 (+3 eff.) Mental save: +32 (+8 eff.) Maximum life: +110.00 Maximum hate: +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delotar the elven-silk cloak (3 def, 0 armour) Delotar the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 8 arcane Changes stats: +4 Str / +5 Mag / +6 Wil / +3 Con Changes resistances: +9% temporal Changes resistances penetration: +15% temporal Changes damage: +18% temporal Spell save: +9 (+2 eff.) Maximum mana: +74.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emyma (9 def, 5 armour) Emyma (9 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +5 Defense: +9 (+2 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +12% nature / +12% blight Physical save: +24 (+5 eff.) Spell save: +14 (+3 eff.) Mental save: +13 (+3 eff.) Life regen: +1.80 Only die when reaching: -60.00 life Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 blast of frozen vapors that deal 136.35 cold damage (based on Magic) each turn for 10 turns, costing 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. |
Gilynarintir (3 def, 12 armour) Gilynarintir (3 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +3 Cun / +4 Dex Changes resistances: +5% arcane / +28% cold Spell save: +8 (+2 eff.) Mental save: +18 (+5 eff.) Mindpower: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivann (3 def, 10 armour) =+0.40 combat training= Ivann (3 def, 10 armour) =+0.40 combat training=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Dex / +5 Con Changes resistances: +15% blight / +30% cold / +18% nature / +3% acid Talent mastery: +0.40 Technique / Combat training Physical save: +25 (+5 eff.) Spell save: -15 (-3 eff.) Mental save: +25 (+6 eff.) Blindness immunity: +10% Life regen: +2.40 Stamina each turn: +1.00 Mana each turn: -0.49 Vim when firing critical spell: +2.00 Maximum vim: +10.00 Healing mod.: +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phoenixreaper the elven-silk cloak (3 def, 13 armour) Phoenixreaper the elven-silk cloak (3 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +4 Str / +5 Dex / +6 Mag / +4 Wil / +5 Con Changes resistances: +29% cold Changes resistances penetration: +10% acid / +27% fire / +5% blight Talent mastery: +0.20 Technique / Combat training Spell save: -23 (-5 eff.) Stamina each turn: +1.40 Mana each turn: -0.55 Spell crit. chance: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour) 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 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 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. |
Yvayaldanne the Shimmerlady (2 def, 0 armour) =(max damage?)= Yvayaldanne the Shimmerlady (2 def, 0 armour) =(max damage?)=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +3 Defense: +2 (+0 eff.) Changes stats: +3 Str / +5 Dex / +4 Mag / +6 Wil / +3 Cun / +3 Con Changes resistances penetration: +5% lightning Talent mastery: +0.30 Technique / Combat training Spell save: -16 (-3 eff.) Stamina each turn: +0.70 Mana each turn: -0.22 Equilibrium when hit: +0.04 Maximum psi: +40.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Dawntickler' (9 def, 0 armour) cashmere cloak 'Dawntickler' (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 light Changes resistances: +27% light / +18% fire Changes damage: +12% light Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Karion' (10 def, 0 armour) =15% tele imm= cashmere cloak 'Karion' (10 def, 0 armour) =15% tele imm=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Ranged Defense: +8 (+2 eff.) Changes stats: +4 Wil Mental save: +10 (+3 eff.) Teleport immunity: +15% Maximum stamina: +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Velyvena' (2 def, 0 armour) cashmere cloak 'Velyvena' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +3% lightning / +19% temporal / +22% darkness / +5% arcane Cut immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +10% Defense after a teleport: +18 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Arcwither' (3 def, 0 armour) elven-silk cloak 'Arcwither' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 41% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +9 Mag / +9 Wil Changes resistances penetration: +25% lightning Spell save: +29 (+6 eff.) Mental save: +14 (+4 eff.) Maximum mana: +65.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of Iron Throne (3 def, 0 armour) restorative elven-silk cloak of Iron Throne (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +3 Con Changes resistances: +18% nature / +19% blight Life regen: +2.70 Healing mod.: +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of Eldoral (3 def, 0 armour) shadow elven-silk cloak of Eldoral (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +3 Dex Changes resistances: +23% darkness Changes resistances penetration: +20% darkness Changes damage: +25% darkness Stealth bonus: +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of fog (11 def, 12 armour) thick elven-silk cloak of fog (11 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +11 (+3 eff.) Changes resistances: +15% fire / +17% light / +29% cold Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of Iron Throne (3 def, 0 armour) wyrmwaxed elven-silk cloak of Iron Throne (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +10% acid / +10% fire / +9% lightning / +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe of Linaniil (5 def, 0 armour) elven-silk robe of Linaniil (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +30 (+8 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of alchemy (5 def, 0 armour) spellwoven elven-silk robe of alchemy (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +18% acid / +20% physical / +19% fire / +19% cold Changes damage: +15% acid / +15% physical / +14% fire / +13% cold Talent cooldown: Refit Golem (-6 turns) Spell save: +28 (+6 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe (13 def, 8 armour) sunsealed elven-silk robe (13 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+3 eff.) Changes stats: +9 Mag Changes resistances: +15% light / +13% darkness Changes damage: +19% light Maximum life: +65.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Arcpride the pair of drakeskin leather boots (0 def, 5 armour) =saves+stats+arpen,max dmg= Arcpride the pair of drakeskin leather boots (0 def, 5 armour) =saves+stats+arpen,max dmg=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 light / 4 lightning Changes stats: +8 Lck / +7 Dex Changes resistances: +6% light Changes resistances penetration: +10% lightning / +5% light Changes damage: +6% lightning Stealth bonus: +12 Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +11 (+3 eff.) A pair of boots made of leather. |
Belath the pair of hardened leather boots (0 def, 3 armour) Belath the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Con Changes resistances: +9% cold Reduces incoming crit damage: 15.00% Physical save: +28 (+6 eff.) Mental save: +37 (+9 eff.) Stun/Freeze immunity: +15% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) =movement= Boots of the Hunter (2 def, 12 armour) =movement=Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cuthorerand (0 def, 9 armour) =20% tele imm= Cuthorerand (0 def, 9 armour) =20% tele imm=Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +9 Fatigue: -5% Changes resistances: +3% light / +3% temporal Physical save: +7 (+1 eff.) Spell save: +11 (+2 eff.) Mental save: +6 (+2 eff.) Silence immunity: +5% Teleport immunity: +20% Stamina each turn: +0.50 Maximum life: +46.00 Movement speed: +10% A pair of boots made of leather. |
Dazzlemistress the pair of drakeskin leather boots (0 def, 5 armour) Dazzlemistress the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 light Changes stats: +4 Mag / +4 Wil / +3 Cun Changes resistances penetration: +10% acid Mental save: +32 (+8 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Mental crit. chance: +3% It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Flashspar (7 def, 5 armour) =10% light respen= Flashspar (7 def, 5 armour) =10% light respen=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Effects on melee hit: * 46% chance to daze Damage when hit (Melee): 8 mind / 4 light Changes resistances penetration: +10% light / +20% mind Changes damage: +3% lightning / +3% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ichorbore (0 def, 4 armour) =40% slow= Ichorbore (0 def, 4 armour) =40% slow=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * Slows global speed by 40% Changes stats: +2 Str / +2 Dex Life regen: +1.80 Maximum stamina: +5.00 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivynne the pair of voratun boots (0 def, 5 armour) Ivynne the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +5 Fatigue: -6% Changes stats: +1 Dex / +1 Con Changes resistances: +6% nature / +12% darkness Maximum encumbrance: +46 Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Maximum stamina: +10.00 Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Loamripper the pair of drakeskin leather boots (0 def, 5 armour) Loamripper the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +13% lightning / +21% temporal / +3% light / +3% cold Changes damage: +3% nature Spell save: +6 (+1 eff.) Disease immunity: +25% Confusion immunity: +5% Stun/Freeze immunity: +15% A pair of boots made of leather. |
Nyhell the pair of drakeskin leather boots (0 def, 5 armour) =phys/spell, rush= Nyhell the pair of drakeskin leather boots (0 def, 5 armour) =phys/spell, rush=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Damage when hit (Melee): 12 blight Changes stats: +4 Str / +4 Con Changes damage: +3% acid Critical mult.: +15.00% Maximum encumbrance: +47 Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Spellpower: +7 (+2 eff.) Spell crit. chance: +1% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.8 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Smoldermight the pair of voratun boots (0 def, 5 armour) Smoldermight the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes resistances: +13% lightning / +13% temporal Changes resistances penetration: +25% fire Changes damage: +15% fire Life regen: +5.50 Stamina each turn: +0.80 Maximum life: +44.00 Movement speed: +10% Healing mod.: +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Strikerock the pair of drakeskin leather boots (0 def, 5 armour) Strikerock the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to daze Changes stats: +15 Lck / +8 Dex Changes resistances: +3% lightning / +3% mind / +6% arcane Changes resistances penetration: +15% fire / +5% arcane / +5% mind Changes damage: +3% arcane Stealth bonus: +15 A pair of boots made of leather. |
blood-soaked pair of voratun boots of spellbinding (0 def, 5 armour) blood-soaked pair of voratun boots of spellbinding (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Mag Spell save: +8 (+2 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
eldritch pair of drakeskin leather boots of speed (0 def, 5 armour) eldritch pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Mag / +6 Wil Mana each turn: +0.54 Maximum mana: +60.00 Spell crit. chance: +5% Movement speed: +20% A pair of boots made of leather. |
grounding pair of voratun boots of uncanny dodging (9 def, 5 armour) grounding pair of voratun boots of uncanny dodging (9 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Changes resistances: +11% lightning / +9% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Barkorder' (25 def, 14 armour) pair of drakeskin leather boots 'Barkorder' (25 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +25 (+6 eff.) Fatigue: +5% Effects on melee hit: * 10 arcane resource burn * 30% chance to corrode armour Damage when hit (Melee): 8 nature Changes resistances: +24% lightning / +18% temporal / +6% light / +3% cold / +12% nature Infravision radius: +3 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 31% chance to completely evade them and granting you 22 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots of speed (0 def, 5 armour) pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Movement speed: +20% A pair of boots made of leather. |
pair of dwarven-steel boots 'Adykira' (0 def, 4 armour) pair of dwarven-steel boots 'Adykira' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances: +3% physical Reduces incoming crit damage: 15.00% Life regen: +3.80 Stamina each turn: +0.40 Healing mod.: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots (0 def, 5 armour) pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of spellbinding (0 def, 5 armour) pair of voratun boots of spellbinding (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Mag Spell save: +5 (+1 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of voratun boots of tirelessness (0 def, 11 armour) reinforced pair of voratun boots of tirelessness (0 def, 11 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Stamina each turn: +1.20 Maximum stamina: +22.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of disengagement (0 def, 5 armour) wanderer's pair of voratun boots of disengagement (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +10 Cun / +6 Con Physical save: +16 (+3 eff.) Mental save: +21 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chamygas the Smearhunt (0 def, 3 armour) Chamygas the Smearhunt (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +3 Changes stats: +2 Dex / +4 Mag / +7 Cun Changes resistances: +15% darkness / +6% nature / +3% mind Changes resistances penetration: +5% mind Infravision radius: +7 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Eilinothra the hardened leather gloves (0 def, 9 armour) Eilinothra the hardened leather gloves (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +9 Damage (Melee): 8 physical Changes stats: +4 Str / +1 Mag / +2 Wil / +3 Con Changes damage: +6% physical Physical save: +21 (+4 eff.) Spell save: +12 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +29% Mana each turn: +0.04 Maximum vim: +30.00 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elywe (0 def, 3 armour) Elywe (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 9 cold Changes stats: +3 Str / +4 Dex / +5 Cun / +6 Con Changes resistances: +9% fire / +6% darkness / +10% cold Changes damage: +9% temporal / +11% cold Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 15.00% Physical save: +43 (+9 eff.) Spell save: +13 (+3 eff.) Mental save: +10 (+3 eff.) Disease immunity: +20% Disarm immunity: +49% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flashbreaker (0 def, 2 armour) =73% disarm imm= Flashbreaker (0 def, 2 armour) =73% disarm imm=Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Effects on melee hit: * 30% chance to daze Damage (Melee): 11 cold Changes stats: +3 Con Changes resistances: +6% cold / +5% arcane / +3% light Changes damage: +6% cold Physical save: +26 (+5 eff.) Spell save: +5 (+1 eff.) Mental save: +13 (+3 eff.) Disarm immunity: +73% Pinning immunity: +15% Stun/Freeze immunity: +10% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 84.25 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Kindlefear (0 def, 3 armour) =74sorrow!41%slow,25%gloom= Kindlefear (0 def, 3 armour) =74sorrow!41%slow,25%gloom=Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom * Slows global speed by 41% Damage (Melee): 34 darkness / 40 mind Damage when hit (Melee): 4 light Changes stats: +1 Wil Changes resistances: +6% darkness / +6% cold Mental save: -6 (-2 eff.) Mindpower: +10 (+5 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Void's kiss the drakeskin leather gloves (0 def, 42 armour) =47armour,27con,22phys.res= Void's kiss the drakeskin leather gloves (0 def, 42 armour) =47armour,27con,22phys.res=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +42 Armour Hardiness: +23% Damage (Melee): 12 blight Changes stats: +27 Con Changes resistances: +10% blight / +22% physical Changes resistances penetration: +5% darkness Changes damage: +11% blight Grants telepathy: Humanoid/Orc Mental save: +6 (+2 eff.) Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Will of Ul'Gruth (0 def, 15 armour) =max damage?= Will of Ul'Gruth (0 def, 15 armour) =max damage?=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
blighted drakeskin leather gloves of archery (0 def, 3 armour) blighted drakeskin leather gloves of archery (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Armour: +3 Damage (Melee): 14 blight Changes stats: +8 Cun / +9 Dex Changes resistances: +9% blight Changes damage: +11% blight It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of the iron hand (0 def, 3 armour) brawler's voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +10 Str / +5 Dex / +5 Wil / +5 Cun / +5 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+3 eff.) Disarm immunity: +36% Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive voratun gauntlets of dexterity (+6) (0 def, 3 armour) corrosive voratun gauntlets of dexterity (+6) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +3 Damage (Melee): 15 acid Changes stats: +6 Dex Changes resistances: +10% acid Changes damage: +11% acid Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Chaduyon' (0 def, 3 armour) drakeskin leather gloves 'Chaduyon' (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 14 cold Damage when hit (Melee): 8 acid Changes resistances: +10% cold Changes resistances penetration: +15% arcane Changes damage: +3% acid / +11% cold / +12% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of the iron hand (0 def, 3 armour) drakeskin leather gloves of the iron hand (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +5 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +42% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Velumivea' (0 def, 9 armour) hardened leather gloves 'Velumivea' (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +9 Armour Hardiness: +6% Changes stats: +3 Str / +3 Dex / +2 Wil / +13 Con Changes resistances: +7% physical Changes resistances penetration: +5% arcane Changes damage: +9% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +35% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of war-making (0 def, 20 armour) =high crit= stone warden's voratun gauntlets of war-making (0 def, 20 armour) =high crit=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Armour: +20 Armour Hardiness: +11% Changes stats: +8 Con Changes resistances: +9% physical Critical mult.: +12.00% Spell crit. chance: +14% Mental crit. chance: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
temporal drakeskin leather gloves of dexterity (+6) (0 def, 3 armour) temporal drakeskin leather gloves of dexterity (+6) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +3 Damage (Melee): 20 temporal Damage (Ranged): 19 temporal Changes stats: +6 Dex Changes resistances: +13% temporal Changes damage: +11% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Arorassra' (0 def, 3 armour) =25acc,9dex= voratun gauntlets 'Arorassra' (0 def, 3 armour) =25acc,9dex=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +1 Armour: +3 Damage when hit (Melee): 12 physical Changes stats: +1 Str / +9 Dex / +4 Mag / +6 Cun / +7 Con Changes resistances: +9% light / +9% darkness Physical save: +24 (+5 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +36% Mana each turn: +0.12 Infravision radius: +2 Healing mod.: +10% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Blasthack' (0 def, 3 armour) voratun gauntlets 'Blasthack' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Armour: +3 Effects on melee hit: * 15% chance to daze Changes stats: +6 Str / +2 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% mind Changes damage: +6% arcane Heals friendly targets nearby when you use a nature summon: +20 Metal gloves protecting the hands up to the middle of the lower arm. |
Alayaran the drakeskin leather cap (0 def, 5 armour) Alayaran the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +10 Str / +5 Con Changes damage: +9% temporal Infravision radius: +1 A cap made of leather. |
Belythra the Sparkwitch (3 def, 0 armour) Belythra the Sparkwitch (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning Changes resistances: +27% light / +9% lightning Changes damage: +6% lightning / +18% light / +12% nature Life regen: +6.00 Mana each turn: +2.70 Mana when hit: +2.30 Maximum mana: +110.00 Spellpower: +9 (+2 eff.) Damage Shield Power: +6% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Bogstinger (2 def, 0 armour) Bogstinger (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 nature Changes stats: +10 Mag / +7 Con Changes resistances: +24% lightning / +15% blight Changes resistances penetration: +10% arcane Changes damage: +16% lightning / +13% arcane / +15% blight Critical mult.: +5.00% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 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. A pointy cloth hat, very wizardly... |
Chamosus (0 def, 9 armour) Chamosus (0 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +9 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +4 Mag / +5 Wil Changes resistances: +13% physical Changes resistances penetration: +10% arcane Physical save: +26 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cap made of leather. |
Chargehunt (12 def, 5 armour) Chargehunt (12 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects on melee hit: * 42% chance to daze Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 lightning / 20 mind Changes stats: +9 Cun Changes resistances: +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Corrupted Gaze (4 def, 8 armour) =max damage?= Corrupted Gaze (4 def, 8 armour) =max damage?=Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight / +10% all Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% Spell crit. chance: +5% Mental crit. chance: +5% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 27%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning / +10% all Spell crit. chance: +5% Mental crit. chance: +5% See invisible: +15 This jeweled crown shimmers with colors. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 blight / 10 vim draining blight Changes stats: +10 Wil / +10 Mag Changes resistances: +3% light / +9% blight Changes damage: +18% blight / +15% arcane Maximum vim: +25.00 Spell crit. chance: +4% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 23%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Duskwither (0 def, 5 armour) Duskwither (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 24 darkness Changes stats: +5 Cun / +5 Wil Changes resistances: +9% fire / +9% light / +3% darkness Changes damage: +15% darkness Mindpower: +5 (+2 eff.) A cap made of leather. |
Emowyn the voratun helm (0 def, 5 armour) Emowyn the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% arcane / +9% temporal Changes damage: +9% temporal / +6% mind / +9% arcane Physical save: +23 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorildawen the Radiancespar (0 def, 5 armour) =waterbreath= Glorildawen the Radiancespar (0 def, 5 armour) =waterbreath=Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 light Changes stats: +4 Cun / +13 Wil Changes resistances: +15% blight / +17% cold Allows you to breathe in: water Mental save: +15 (+4 eff.) Psi when hit: +0.08 Maximum hate: +8.00 Mindpower: +5 (+2 eff.) A cap made of leather. |
Growthstrike the cashmere wizard hat (2 def, 0 armour) =30%slow, mountain, dark= Growthstrike the cashmere wizard hat (2 def, 0 armour) =30%slow, mountain, dark=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +14% darkness / +14% physical / +9% nature / +3% mind Changes resistances penetration: +10% mind Changes damage: +9% acid / +14% physical / +7% darkness Maximum hate: +11.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Harundur the drakeskin leather cap (0 def, 5 armour) Harundur the drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +1 Con Changes resistances: +24% cold Changes damage: +3% physical Allows you to breathe in: water Critical mult.: +12.00% Vim when firing critical spell: +1.00 Only die when reaching: -20.00 life See invisible: +3 Healing mod.: +5% A cap made of leather. |
Koraruigorion the cashmere wizard hat (2 def, 0 armour) Koraruigorion the cashmere wizard hat (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +13% lightning / +8% temporal / +15% mind / +5% cold / +5% arcane / +7% fire Changes damage: +15% mind Knockback immunity: +5% A pointy cloth hat, very wizardly... |
Koregas (0 def, 4 armour) Koregas (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +1.0% Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +3 Str Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Life regen: +0.20 Maximum life: +10.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 565.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+8 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Polyssra the Crackleblur (0 def, 5 armour) Polyssra the Crackleblur (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30 arcane resource burn Changes resistances: +3% light / +3% mind / +14% cold / +9% nature / +15% fire Changes damage: +9% mind / +6% lightning Spell save: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Poruminor the Daystreak (3 def, 0 armour) =good dmg (max dmg?)= Poruminor the Daystreak (3 def, 0 armour) =good dmg (max dmg?)=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 fire Changes stats: +2 Str / +14 Mag / +7 Wil / +6 Cun Reduces incoming crit damage: 15.00% Spell save: +21 (+4 eff.) Mindpower: +6 (+3 eff.) Light radius: +3 See invisible: +6 A pointy cloth hat, very wizardly... |
Raventickler (0 def, 1 armour) Raventickler (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 6 physical Changes stats: +2 Str Spell save: +6 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 565.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Relgigadar the drakeskin leather cap (0 def, 5 armour) Relgigadar the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +12 Wil Changes resistances: +15% blight Grants telepathy: Humanoid/Orc Critical mult.: +3.00% Reduces incoming crit damage: 15.00% Physical save: +33 (+7 eff.) Mental save: +14 (+4 eff.) Maximum stamina: +10.00 A cap made of leather. |
Scabreek (0 def, 4 armour) Scabreek (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 21 nature / 8 physical Changes stats: +4 Str Changes resistances: +6% fire Changes damage: +18% fire / +6% nature / +9% darkness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 565.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sparkquell the cashmere wizard hat (2 def, 0 armour) =15% light respen= Sparkquell the cashmere wizard hat (2 def, 0 armour) =15% light respen=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning Changes resistances penetration: +5% lightning / +15% light Changes damage: +6% light Psi each turn: +0.22 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Fatigue: +8% Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% all / +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Torchbender the elven-silk wizard hat (3 def, 0 armour) Torchbender the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +8 Mag / +10 Wil / +9 Cun / +10 Con Changes resistances: +6% arcane Changes resistances penetration: +20% fire Changes damage: +13% physical / +12% darkness / +15% light / +6% fire / +29% arcane / +15% temporal Mental save: +22 (+6 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +8% Light radius: +2 It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 111 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Uluvor the Sootbait (6 def, 3 armour) Uluvor the Sootbait (6 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +6 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn Changes stats: +6 Str / +5 Dex / +4 Cun / +4 Con Changes resistances: +6% darkness / +3% temporal Changes resistances penetration: +10% darkness Changes damage: +6% darkness A cap made of leather. |
Vorera the Daydeath (0 def, 5 armour) Vorera the Daydeath (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 light Changes resistances: +3% light Changes resistances penetration: +5% physical Changes damage: +6% light Physical save: +25 (+5 eff.) Life regen: +1.00 Stamina each turn: +0.40 A cap made of leather. |
Xeruthra the hardened leather cap (0 def, 3 armour) Xeruthra the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +1 Mag / +11 Wil / +1 Con Changes resistances: +8% lightning / +10% temporal / +9% blight Mental save: +18 (+5 eff.) Light radius: +1 Infravision radius: +3 A cap made of leather. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
aegis elven-silk wizard hat of earthrunes (3 def, 5 armour) aegis elven-silk wizard hat of earthrunes (3 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +3 Con Life regen: +3.90 Damage Shield Power: +10% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.2 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 157.59 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
bladed drakeskin leather cap of constitution (+5) (0 def, 5 armour) bladed drakeskin leather cap of constitution (+5) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +5 Str / +10 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 565.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
bladed voratun helm of the bounder (0 def, 5 armour) bladed voratun helm of the bounder (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +14 Str / +9 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 565.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Silabreyatha' (2 def, 0 armour) =15% tele imm= cashmere wizard hat 'Silabreyatha' (2 def, 0 armour) =15% tele imm=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +8% lightning / +10% temporal / +6% cold Mental save: +25 (+6 eff.) Cut immunity: +15% Knockback immunity: +10% Teleport immunity: +15% A pointy cloth hat, very wizardly... |
defender's drakeskin leather cap (8 def, 14 armour) defender's drakeskin leather cap (8 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes resistances: +6% all Physical save: +12 (+2 eff.) A cap made of leather. |
drakeskin leather cap 'Galenull' (0 def, 5 armour) =good dmg, 41%slow,30%daze= drakeskin leather cap 'Galenull' (0 def, 5 armour) =good dmg, 41%slow,30%daze=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 41% * 30% chance to daze Changes stats: +9 Dex Changes resistances: +6% mind Changes resistances penetration: +10% lightning Changes damage: +9% lightning A cap made of leather. |
drakeskin leather cap 'Searseam' (0 def, 5 armour) =40%turn,dex,arpen,max dmg= drakeskin leather cap 'Searseam' (0 def, 5 armour) =40%turn,dex,arpen,max dmg=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 fire Changes stats: +5 Cun / +14 Dex Changes resistances: +10% nature / +18% darkness Changes resistances penetration: +10% fire / +10% temporal Changes damage: +10% all Spell save: +8 (+2 eff.) Maximum life: +82.00 Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +7 Healing mod.: +29% A cap made of leather. |
drakeskin leather cap of the bounder (0 def, 5 armour) drakeskin leather cap of the bounder (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex A cap made of leather. |
dwarven-steel helm 'Zuregodil' (0 def, 4 armour) =tele imm 15%= dwarven-steel helm 'Zuregodil' (0 def, 4 armour) =tele imm 15%=Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +3 Wil / +4 Cun Changes resistances: +8% lightning / +8% temporal Spell save: +9 (+2 eff.) Cut immunity: +15% Confusion immunity: +10% Teleport immunity: +15% Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Brenarach' (3 def, 0 armour) elven-silk wizard hat 'Brenarach' (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +6 Cun / +17 Wil Changes resistances: +3% mind / +28% fire Changes resistances penetration: +15% blight Changes damage: +6% mind / +19% fire Physical save: +15 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Mindpower: +5 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Flashraider' (3 def, 0 armour) elven-silk wizard hat 'Flashraider' (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +9% acid Disease immunity: +5% Disarm immunity: +10% Pinning immunity: +10% Teleport immunity: +20% Psi each turn: +0.26 Mindpower: +5 (+2 eff.) Mental crit. chance: +6% Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Zidunaldil' (3 def, 0 armour) elven-silk wizard hat 'Zidunaldil' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +3 (+1 eff.) Fatigue: -2% Changes stats: +5 Cun / +5 Wil Changes resistances: +12% temporal / +14% physical Changes damage: +14% physical Spell save: +3 (+1 eff.) Equilibrium when hit: +2.00 Psi when hit: +1.90 Hate when hit: +1.50 Only die when reaching: -40.00 life Maximum life: +10.00 Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
elven-silk wizard hat of arcana (3 def, 0 armour) elven-silk wizard hat of arcana (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +7 Wil Spellpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Takor' (6 def, 9 armour) =str/con, 4% res all= hardened leather cap 'Takor' (6 def, 9 armour) =str/con, 4% res all=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 16 physical Changes stats: +10 Str / +6 Con Changes resistances: +9% mind / +4% all Changes damage: +3% mind / +10% all Physical save: +9 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +10% A cap made of leather. |
leafwalker's voratun helm of constitution (+10) (0 def, 5 armour) leafwalker's voratun helm of constitution (+10) (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Con Changes resistances: +14% nature Spell save: +10 (+2 eff.) Maximum life: +110.00 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Adowen' (0 def, 9 armour) voratun helm 'Adowen' (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +9 Fatigue: +5% Changes stats: +8 Str / +2 Wil / +1 Cun / +5 Con Changes resistances: +13% nature / +6% acid Changes damage: +3% mind Spell save: +9 (+2 eff.) Maximum life: +110.00 Infravision radius: +4 Healing mod.: +27% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
searing voratun mail armour of cold resistance (5 def, 10 armour) searing voratun mail armour of cold resistance (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 15 fire Changes resistances: +29% acid / +27% fire / +27% cold A suit of armour made of mail. |
Dawnminister (9 def, 16 armour) =dragon, t5= Dawnminister (9 def, 16 armour) =dragon, t5=Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 12 light Changes stats: +6 Str / +6 Con Changes resistances: +14% acid / +29% temporal / +6% light / +11% lightning / +15% fire / +14% cold / +6% mind / +11% physical Changes resistances penetration: +10% arcane Changes damage: +18% light Talent cooldown: Rush (-5 turns) Disarm immunity: +38% Stun/Freeze immunity: +38% Knockback immunity: +37% Life regen: +3.00 Maximum life: +57.00 Healing mod.: +29% A suit of armour made of metal plates. |
Lustrewell the voratun plate armour (9 def, 16 armour) Lustrewell the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 16 darkness Changes stats: +4 Dex Changes resistances: +29% light / +18% darkness Changes damage: +12% light Grants telepathy: Dragon See invisible: +3 A suit of armour made of metal plates. |
Phoenixvortex the voratun plate armour (9 def, 16 armour) Phoenixvortex the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 acid Changes resistances: +3% fire Changes resistances penetration: +25% fire Changes damage: +3% acid / +15% fire / +15% blight Life regen: +6.30 Stamina each turn: +2.10 A suit of armour made of metal plates. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+5 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 5 Armour, 7 Defense and your attacks will gain 28% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Torukhad (9 def, 24 armour) =searing, max damage= Torukhad (9 def, 24 armour) =searing, max damage=Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 (+2 eff.) Fatigue: +26% Damage (Melee): 14 acid / 18 fire Damage when hit (Melee): 13 acid / 13 fire Changes resistances: +45% acid / +21% fire / +6% physical Physical save: +10 (+2 eff.) Confusion immunity: +10% Pinning immunity: +5% Knockback immunity: +5% A suit of armour made of metal plates. |
impenetrable voratun plate armour of the deep (9 def, 42 armour) impenetrable voratun plate armour of the deep (9 def, 42 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +42 Defense: +9 (+2 eff.) Fatigue: +26% Changes resistances: +12% acid / +15% cold Allows you to breathe in: water A suit of armour made of metal plates. |
spiked voratun plate armour (9 def, 16 armour) spiked voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 17 physical A suit of armour made of metal plates. |
spiked voratun plate armour of the dragon (9 def, 16 armour) spiked voratun plate armour of the dragon (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 18 physical Changes stats: +6 Str / +6 Con Changes resistances: +10% acid / +15% physical / +15% cold / +15% lightning / +15% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +36% A suit of armour made of metal plates. |
Bregublek the Fogkiss (12 def, 18 armour, 67.5-81 power, 204.5 block) Bregublek the Fogkiss (12 def, 18 armour, 67.5-81 power, 204.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +204 On weapon hit: * deal bonus physical damage equal to your armor Damage against: +20% Insect / +15% Vermin When wielded/worn: Armour: +18 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 8 darkness Changes resistances: +30% lightning / +38% physical / +15% acid Talent granted: +5 Block Stamina each turn: +0.80 Maximum life: +20.00 Healing mod.: +15% Handheld deflection devices. |
Kindlevein (12 def, 3 armour, 67.5-81 power, 203.5 block) Kindlevein (12 def, 3 armour, 67.5-81 power, 203.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +204 Burst (radius 1) on hit: +4 fire When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +9% fire / +30% cold Changes resistances penetration: +5% fire Changes damage: +9% fire Grants telepathy: Dragon Humanoid/Orc Talent granted: +5 Block Maximum hate: +6.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 Handheld deflection devices. |
Mucusvault (12 def, 17 armour, 70-84 power, 206 block) =earthen fury, t5= Mucusvault (12 def, 17 armour, 70-84 power, 206 block) =earthen fury, t5=Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +206 On weapon hit: * Slows global speed by 40% * deal bonus physical damage equal to your armor Burst (radius 1) on hit: +4 acid When wielded/worn: Armour: +17 Armour Hardiness: +7% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour Changes resistances: +27% cold / +28% fire / +20% physical Changes damage: +15% arcane Talent granted: +5 Block Handheld deflection devices. |
Skywild the voratun shield (12 def, 3 armour, 76.5-91.8 power, 201 block) Skywild the voratun shield (12 def, 3 armour, 76.5-91.8 power, 201 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 76.5 - 91.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +201 On weapon hit: * 64% chance to daze On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 fire Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +4 blight When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 8 lightning / 9 fire Damage when hit (Melee): 23 lightning / 28 fire Changes resistances: +6% blight Changes damage: +6% lightning Talent granted: +5 Block Handheld deflection devices. |
impervious voratun shield of lightning resistance (+30%) (12 def, 15 armour, 60.5-72.6 power, 304.5 block) impervious voratun shield of lightning resistance (+30%) (12 def, 15 armour, 60.5-72.6 power, 304.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 60.5 - 72.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +304 When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +30% lightning Talent granted: +5 Block Physical save: +13 (+3 eff.) Handheld deflection devices. |
voratun shield 'Blindfurnace' (12 def, 3 armour, 65.5-78.6 power, 196.5 block) voratun shield 'Blindfurnace' (12 def, 3 armour, 65.5-78.6 power, 196.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +196 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 4 blight Changes stats: +1 Wil Changes resistances: +3% light / +20% physical Changes resistances penetration: +15% light Changes damage: +3% arcane Talent granted: +5 Block Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Handheld deflection devices. |
voratun shield 'Nedar' (12 def, 14 armour, 69.5-83.4 power, 310.5 block) voratun shield 'Nedar' (12 def, 14 armour, 69.5-83.4 power, 310.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +310 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +17 temporal When wielded/worn: Armour: +14 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 15 temporal Changes resistances: +6% light / +18% temporal Maximum wards: +5 lightning / +6 temporal / +3 blight / +5 fire / +4 cold Talents granted: +1 Ward +5 Block Spell save: +9 (+2 eff.) Cut immunity: +5% Spellpower on spell critical (stacks up to 3 times): +8 It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (437) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
voratun shield of fire resistance (+29%) (12 def, 3 armour, 66.5-79.8 power, 190 block) voratun shield of fire resistance (+29%) (12 def, 3 armour, 66.5-79.8 power, 190 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +190 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +29% fire Talent granted: +5 Block Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
quiver of dragonbone arrows 'Starripper' (20/124, 78.5-109.9 power, 42 apr) quiver of dragonbone arrows 'Starripper' (20/124, 78.5-109.9 power, 42 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 78.5 - 109.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +42 Physical crit. chance: +15.0% Capacity: 124 Turns elapse between self-loadings: 3 Travel speed: +200% Damage (Ranged): +20 lightning / +12 temporal Burst (radius 1) on hit: +24 light / +4 lightning When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3073 alchemist agate 3073 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ereledor the dwarven-steel pickaxe (dig speed 12 turns) Ereledor the dwarven-steel pickaxe (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str / +2 Mag Changes resistances penetration: +15% physical Critical mult.: +10.00% Vim when firing critical spell: +2.00 Spell crit. chance: +2% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Smearoracle (dig speed 23 turns) Smearoracle (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +5 Str / +1 Dex Changes damage: +3% nature Grants telepathy: Dragon Light radius: +3 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.8 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +70 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
bloodhexed voratun pickaxe (dig speed 16 turns) bloodhexed voratun pickaxe (dig speed 16 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +11 Str / +8 Wil Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Gorejustice' (dig speed 17 turns) voratun pickaxe 'Gorejustice' (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 nature / 4 acid Changes stats: +3 Str Changes resistances: +6% arcane / +9% lightning Changes resistances penetration: +5% acid Changes damage: +3% nature Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Mayitha' (dig speed 17 turns) =tri saves, 90 life= voratun pickaxe 'Mayitha' (dig speed 17 turns) =tri saves, 90 life=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +3 Str Physical save: +15 (+3 eff.) Spell save: +35 (+7 eff.) Mental save: +15 (+4 eff.) Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +90.00 Spellpower: +6 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +8% New effects duration reduction after a teleport: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Poleda' (dig speed 12 turns) voratun pickaxe 'Poleda' (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% darkness / +10% fire Changes damage: +9% blight Critical mult.: +10.00% Mental save: +20 (+5 eff.) Hate when firing a critical mind attack: +4.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 emerald 11 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade 11 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Betoriralaith BetoriralaithInfused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Con Changes resistances: +3% lightning / +12% light / +5% arcane / +3% all Changes resistances penetration: +13% all Spell save: +12 (+2 eff.) Mental save: +8 (+2 eff.) Light radius: +6 See stealth: +11 See invisible: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
DĂșathedlen Heart DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 254.24 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 41.89 cold damage and 43.44 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (78 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Thunderlace the alchemist's lamp Thunderlace the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +10% lightning / +5% acid Changes damage: +9% acid / +3% lightning Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Zanadunarig the Murkcrypt =old lite, sinv= Zanadunarig the Murkcrypt =old lite, sinv=Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +6% acid / +2% physical / +9% light Mental save: +26 (+7 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +7% Light radius: +3 See stealth: +24 See invisible: +30 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Tahek' dwarven lantern 'Tahek'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes resistances: +15% darkness Changes damage: +15% light Damage affinity(heal): +5% light Spell save: +30 (+6 eff.) Poison immunity: +10% Only die when reaching: -80.00 life Maximum mana: +20.00 Spell crit. chance: +4% Mental crit. chance: +3% Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 85.67 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Tempestminister' =new max dmg= dwarven lantern 'Tempestminister' =new max dmg=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +20 (+4 eff.) Effects on melee hit: * 45% chance to daze Changes stats: +7 Wil Changes resistances: +6% lightning Changes resistances penetration: +10% arcane Critical mult.: +20.00% Life regen: +0.60 Light radius: +4 Healing mod.: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's alchemist's lamp of health =max damage?= nightwalker's alchemist's lamp of health =max damage?=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Critical mult.: +13.00% Maximum life: +49.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity's Counter =max damage?= Eternity's Counter =max damage?=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Eye of the Dreaming One 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 (+3 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 9 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 21% 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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) 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye 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. |
66 alchemist bloodstone 66 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
49 bloodstone 49 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
46 fire opal 46 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet 10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby 11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 610.20 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) 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), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 238/400. 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 (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 680.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Alolathastir the Shinegore [power 35] (19 cooldown) Alolathastir the Shinegore [power 35] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +12% acid / +12% light Changes resistances penetration: +15% acid Changes damage: +6% acid It can be used to teleport randomly (rad 35), putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
Betath the voratun torque of psychoportation [power 80] (44 cooldown) Betath the voratun torque of psychoportation [power 80] (44 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +4 mind / +4 darkness Talent cooldown: Silence (+5 turn) Talents granted: +5 Silence +1 Ward Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +7% It can be used to teleport randomly (rad 80), putting all charms on cooldown for 44 turns. Torques are made by powerful psionics to store psionic powers. |
Rotspawn the steel torque of mindblast [power 237] (10 cooldown) =30% slow= Rotspawn the steel torque of mindblast [power 237] (10 cooldown) =30% slow=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% fire Changes resistances penetration: +25% nature Changes damage: +3% nature It can be used to fire a blast of psionic energies in a range 7 beam (dam 118-237), putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Xanoba the stralite torque of psychoportation [power 52] (30 cooldown) Xanoba the stralite torque of psychoportation [power 52] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane Changes resistances penetration: +10% temporal Changes damage: +9% temporal It can be used to teleport randomly (rad 52), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
Chargash [power 90] (20 cooldown) Chargash [power 90] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +6% blight / +6% fire Damage Shield penetration: +20% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
Eilinorimina the dragonbone totem of thorny skin [power 72] (20 cooldown) Eilinorimina the dragonbone totem of thorny skin [power 72] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +4 acid / +4 nature / +5 light Changes damage: +12% acid Talents granted: +5 Rushing Claws +1 Ward +4 Lay Web Spell save: +10 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 72 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Eremorion the Umbratide [power 282] (28 cooldown) =20% dark respen= Eremorion the Umbratide [power 282] (28 cooldown) =20% dark respen=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Cun / +2 Str Changes resistances: +3% blight Changes resistances penetration: +20% darkness It can be used to heal a target within range 7 (Willpower) for 282, putting all charms on cooldown for 28 turns. Natural totems are made by powerful wilders to store nature power. |
Mayita the dragonbone totem of thorny skin [power 90] (20 cooldown) =10% tele imm= Mayita the dragonbone totem of thorny skin [power 90] (20 cooldown) =10% tele imm=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% lightning / +9% fire Maximum encumbrance: +20 Physical save: +6 (+1 eff.) Poison immunity: +15% Teleport immunity: +10% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
Moldqueller the dragonbone totem of thorny skin [power 82] (20 cooldown) Moldqueller the dragonbone totem of thorny skin [power 82] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Mag / +2 Wil / +3 Cun / +1 Con Changes resistances: +6% nature / +6% mind Changes damage: +9% mind Talent granted: +5 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Sulfurqueen the elven-wood totem of thorny skin [power 69] (20 cooldown) =40% slow= Sulfurqueen the elven-wood totem of thorny skin [power 69] (20 cooldown) =40% slow=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 nature / 16 fire Changes resistances: +9% fire Talent granted: +5 Lay Web It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Urthugorn the dragonbone totem of thorny skin [power 84] (20 cooldown) =15% silence imm= Urthugorn the dragonbone totem of thorny skin [power 84] (20 cooldown) =15% silence imm=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +3% physical Talent granted: +8 Rushing Claws Mental save: +9 (+2 eff.) Poison immunity: +15% Silence immunity: +15% Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 84 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Yvothra [power 4] (10 cooldown) Yvothra [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +2 Mag Changes damage: +12% blight Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% It can be used to remove up to 4 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 10 stamina. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Flashwish' [power 79] (34 cooldown) =5% light respen= yew totem of thorny skin 'Flashwish' [power 79] (34 cooldown) =5% light respen=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +3% light / +6% temporal Changes resistances penetration: +5% light / +10% temporal Changes damage: +3% light It can be used to harden the skin for 7 turns increasing armour by 79 and armour hardiness by 50%, putting all charms on cooldown for 34 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Brodylathagund the Ravenbliss [power 12] (6 cooldown) Brodylathagund the Ravenbliss [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +1 Dex Changes resistances: +3% darkness Changes damage: +12% physical Reduces incoming crit damage: 10.00% Life regen: +0.80 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 12), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Eragasta the Radiancequarry [power 173] (8 cooldown) Eragasta the Radiancequarry [power 173] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% light Changes damage: +9% mind / +12% light Light radius: +3 It can be used to creates a wall of flames lasting for 4 turns (dam 173 overall), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lustrecutter the yew wand of conjuration [power 295] (10 cooldown) =30% slow= Lustrecutter the yew wand of conjuration [power 295] (10 cooldown) =30% slow=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun Changes resistances: +12% light Talent granted: +4 Volcano Maximum hate: +2.00 It can be used to fire a bolt of a random element (dam 148-295), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Nightbright [power 133] (23 cooldown) Nightbright [power 133] (23 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes damage: +9% mind Maximum encumbrance: +40 Mental save: +12 (+3 eff.) Maximum psi: +20.00 It can be used to disarm traps (133 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 248.16 temporal and 269.28 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
elven-wood wand of firewall 'Raintide' [power 281] (6 cooldown) =40% slow= elven-wood wand of firewall 'Raintide' [power 281] (6 cooldown) =40% slow=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 16 fire Changes resistances: +3% nature Changes resistances penetration: +10% fire Talent granted: +5 Strike It can be used to creates a wall of flames lasting for 4 turns (dam 281 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
31 diamond 31 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
31 moonstone 31 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
30 pearl 30 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber 10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Implo the Dwarf Sun Paladin level 36
16th Voratun 123rd year of Ascendancy at 04:52 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Implo the Dwarf Sun Paladin level 31
2nd Stralite 123rd year of Ascendancy at 07:32 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Implo the Dwarf Sun Paladin level 36
14th Voratun 123rd year of Ascendancy at 09:31 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Implo the Dwarf Sun Paladin level 44
25th Dearth 123rd year of Ascendancy at 11:59 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Implo the Dwarf Sun Paladin level 50
2nd Stralite 124th year of Ascendancy at 09:58 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Implo the Dwarf Sun Paladin level 42
17th Dearth 123rd year of Ascendancy at 05:29 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Implo the Dwarf Sun Paladin level 27
7th Steel 123rd year of Ascendancy at 23:25 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Implo the Dwarf Sun Paladin level 39
3rd Wealth 123rd year of Ascendancy at 12:29 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Implo the Dwarf Sun Paladin level 6
31st Voratun 122nd year of Ascendancy at 22:25 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Implo the Dwarf Sun Paladin level 50
32nd Profit 124th year of Ascendancy at 07:21 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Implo the Dwarf Sun Paladin level 50
29th Voratun 124th year of Ascendancy at 12:32 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Implo the Dwarf Sun Paladin level 41
12nd Dearth 123rd year of Ascendancy at 21:27 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Implo the Dwarf Sun Paladin level 40
10th Wealth 123rd year of Ascendancy at 22:10 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Implo the Dwarf Sun Paladin level 50
41st Stralite 124th year of Ascendancy at 05:10 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Implo the Dwarf Sun Paladin level 50
9th Dearth 124th year of Ascendancy at 22:25 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Implo the Dwarf Sun Paladin level 20
36th Dearth 122nd year of Ascendancy at 02:48 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Implo the Dwarf Sun Paladin level 28
27th Steel 123rd year of Ascendancy at 12:16 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Implo the Dwarf Sun Paladin level 26
13rd Shortage 122nd year of Ascendancy at 13:36 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Implo the Dwarf Sun Paladin level 50
7th Wealth 124th year of Ascendancy at 09:48 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Implo the Dwarf Sun Paladin level 50
29th Voratun 124th year of Ascendancy at 01:50 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Implo the Dwarf Sun Paladin level 50
41st Stralite 124th year of Ascendancy at 23:47 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Implo the Dwarf Sun Paladin level 31
2nd Stralite 123rd year of Ascendancy at 06:37 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Implo the Dwarf Sun Paladin level 50
6th Voratun 124th year of Ascendancy at 23:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Implo the Dwarf Sun Paladin level 10
11st Profit 122nd year of Ascendancy at 17:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Implo the Dwarf Sun Paladin level 20
34th Dearth 122nd year of Ascendancy at 15:22 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Implo the Dwarf Sun Paladin level 30
15th Gold 123rd year of Ascendancy at 09:11 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Implo the Dwarf Sun Paladin level 40
8th Wealth 123rd year of Ascendancy at 20:19 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Implo the Dwarf Sun Paladin level 50
4th Gold 124th year of Ascendancy at 02:46 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Implo the Dwarf Sun Paladin level 50
6th Gold 124th year of Ascendancy at 07:17 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Implo the Dwarf Sun Paladin level 50
38th Profit 124th year of Ascendancy at 09:03 see stats
Portal master (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Implo the Dwarf Sun Paladin level 50
9th Dearth 124th year of Ascendancy at 22:23 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Implo the Dwarf Sun Paladin level 50
28th Stralite 124th year of Ascendancy at 10:43 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Implo the Dwarf Sun Paladin level 27
26th Shortage 122nd year of Ascendancy at 08:23 see stats
Santassacre! (Insane (Roguelike) difficulty)
Killed the little helper elves after saving them!By Implo the Dwarf Sun Paladin level 50
6th Gold 124th year of Ascendancy at 12:36 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Implo the Dwarf Sun Paladin level 48
33rd Steel 124th year of Ascendancy at 03:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Implo the Dwarf Sun Paladin level 21
12nd Loss 122nd year of Ascendancy at 09:07 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Implo the Dwarf Sun Paladin level 42
13rd Dearth 123rd year of Ascendancy at 03:06 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Implo the Dwarf Sun Paladin level 5
20th Voratun 122nd year of Ascendancy at 12:02 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Implo the Dwarf Sun Paladin level 31
2nd Stralite 123rd year of Ascendancy at 07:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Implo the Dwarf Sun Paladin level 11
13rd Profit 122nd year of Ascendancy at 01:06 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Implo the Dwarf Sun Paladin level 31
2nd Stralite 123rd year of Ascendancy at 07:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Implo the Dwarf Sun Paladin level 18
4th Dearth 122nd year of Ascendancy at 06:13 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Implo the Dwarf Sun Paladin level 50
25th Stralite 124th year of Ascendancy at 09:24 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Implo the Dwarf Sun Paladin level 45
10th Shortage 123rd year of Ascendancy at 20:36 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Implo the Dwarf Sun Paladin level 27
19th Steel 123rd year of Ascendancy at 09:56 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Implo the Dwarf Sun Paladin level 31
20th Gold 123rd year of Ascendancy at 21:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Implo the Dwarf Sun Paladin level 23
25th Loss 122nd year of Ascendancy at 17:50 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Implo the Dwarf Sun Paladin level 35
11st Voratun 123rd year of Ascendancy at 23:00 see stats
Well trained (Insane (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Implo the Dwarf Sun Paladin level 50
14th Voratun 124th year of Ascendancy at 00:10 see stats
Log
You gain 2.10 gold from the transmogrification of mindwoven elven-silk robe of blight (+20%) (5 def, 0 armour).
You gain 6.29 gold from the transmogrification of elven-silk robe of life (5 def, 0 armour).
You gain 12.20 gold from the transmogrification of ethereal dragonbone starstaff of protection (30-36 power, 6 apr, temporal element).
You gain 10.12 gold from the transmogrification of ethereal dragonbone magestaff of might (30-36 power, 6 apr, arcane element).
You gain 8.04 gold from the transmogrification of blighted dragonbone vilestaff of might (30-36 power, 6 apr, fire element).
You gain 5.66 gold from the transmogrification of steady drakeskin leather sling of power.
You gain 4.95 gold from the transmogrification of mighty dragonbone longbow.
You gain 5.80 gold from the transmogrification of dragonbone longbow of nature.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Space around you starts to dissolve...
Resting starts...
Rested for 4 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 36 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Implo deactivates Weapon of Light.
Implo deactivates Shield of Light.
Implo deactivates Retribution.
Implo deactivates Weapon of Wrath.
Implo deactivates Defensive Posture.
Implo deactivates Chant of Fortitude.
Implo deactivates Second Life.
Implo deactivates Premonition.
