










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 50 / 275% |
| Size | small |
| Lifes / Deaths | Killed by Emeliwen the ghoul at level 37 on the 29th Regrowth 123rd year of Ascendancy at 18:45 / 2Killed by Argoniel at level 50 on the 43rd Pyre 123rd year of Ascendancy at 20:54 |
Primary Stats
| Strength | 46 (base 34) |
| Dexterity | 96 (base 60) |
| Constitution | 83 (base 58) |
| Magic | 28 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 105 (base 60) |
Resources
| Life | -9/1421 |
| Stamina | 172/297 |
| Psi | 112/112 |
| Healing Factor | 1.9328063241106 |
| Regeneration | 0.48320158102765 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -45.555555555555% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 8 |
| See Stealth | 74.837151937786 |
| See Invisible | 97.837151937786 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 140 |
| Accuracy | 53 |
| Crit Chance | 143% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 99 |
| Accuracy | 53 |
| Crit Chance | 131% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17.5 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Light | +22% |
| Nature | +49% |
| Darkness | +60% |
| Mind | +25% |
| All | +19% |
Offense: Damage Penetration
| Blight | +15% |
| Mind | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 58 (81.692942254812%) |
| Defense | 75 |
| Ranged Defense | 77 |
| Fatigue | 0 |
| Physical Save | 80 |
| Spell Save | 67 |
| Mental Save | 82 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 55%( 70%) |
| Arcane | + 58%( 70%) |
| Cold | + 70%( 70%) |
| All | + 47%( 70%) |
| Darkness | + 66%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 60%( 70%) |
| Lightning | + 63%( 70%) |
| Physical | + 58%( 70%) |
| Fire | + 63%( 70%) |
| Nature | + 64%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 6 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 23 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 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 306 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 771% 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 Magic stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Dual techniques | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Lacerating Strikes |
| talent | Leeching Poison |
| talent | Numbing Poison |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 6. Militant Mind |
| detrimental effect | The target has been tethered to the location and has a 135% chance of being teleported back, creating an explosion for 410.13 physical and 410.13 temporal warp damage at both ends of the teleport. Spatial Tether |
| detrimental effect | The target is disabled, reducing movement speed by 46% and accuracy by 46. Disable |
| beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of Phase |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+70). Continuum Destabilization |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 22%. Exhaustion |
| beneficial effect | The target is recovering 29 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 24%. Pain Suppression |
| detrimental effect | The target is on fire, taking 83.91 fire damage per turn. Burning |
| detrimental effect | The target is cursed, taking 78.64 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | You are focused on weaknesses you have found in your target's defences. Your melee attacks against Elandar have +10 accuracy, deal +20.4 damage and have +25% resistance penetration. Exploiting Weaknesses |
| beneficial effect | Nullifies the next 5 detrimental mental effects. Clear Mind |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target's luck and cunning combine to grant it 62% higher critical chance and 62 saves. Halflings's Luck |
| beneficial effect | Parrying melee and ranged attacks: Has a 67% chance to deflect up to 29 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 1823. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Isokira the Starwrest (25 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+6 eff.) Fatigue: +4% Changes stats: +3 Mag / +3 Wil / +8 Cun / +7 Con Changes resistances: +9% light Changes damage: +3% light Physical save: +21 (+4 eff.) Mental save: +25 (+5 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 See invisible: +9 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.9 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Voidbutcher the dwarven lanternInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 31% Changes resistances: +12% acid / +5% arcane / +9% light / +3% all Changes resistances penetration: +10% mind Changes damage: +6% darkness Spell save: +19 (+5 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Dourfury' (8 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 20 mind Changes stats: +5 Cun Changes resistances: +7% all Changes resistances penetration: +25% mind Changes damage: +15% darkness Physical save: +15 (+3 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +0.16 Heals friendly targets nearby when you use a nature summon: +40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Mayukira the Kindlestalker (0 def, 16 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Armour: +16 Armour Hardiness: +12% Damage (Melee): 10 acid Changes stats: +12 Con / +2 Mag Changes resistances: +8% acid / +10% physical Changes damage: +8% acid Critical mult.: +9.00% Mana each turn: +0.04 Spell crit. chance: +19% Mental crit. chance: +18% When used to modify unarmed attacks: Base power: 40.0 - 56.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +8 arcane Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +13 acid Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Bokudar [power 5] (1/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +15% blight Changes damage: +6% mind Critical mult.: +20.00% Mental save: +30 (+6 eff.) Mental crit. chance: +7% It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Cutholeg the Unlightpiercer =slow, resists, saves=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 darkness Changes resistances: +15% fire / +18% nature / +12% cold Physical save: +12 (+2 eff.) Spell save: +20 (+5 eff.) Mental save: +13 (+3 eff.) Rings can have magical properties. |
| On fingers | Goedalath Rock ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings can have magical properties. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes damage: +10% all Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +60% Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. |
| In main hand | Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 65% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 22 power out of 40/40) : Effective talent level: 3.0 Power cost: 22 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 35.35 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Around waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Hurymas (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +16 temporal / +15 nature When wielded/worn: Changes resistances: +15% acid / +15% fire / +9% temporal / +15% lightning Poison immunity: +10% Sharp, short and deadly. |
| Cloak | 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: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 189.21 cold damage and condensing the air into freezing vapors that deal 63.07 cold damage (based on Magic) each turn for 10 turns, costing 27 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. |
| Main armor | drakeskin leather armour 'Xanovena' (33 def, 18 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +33 (+7 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +9 Str / +19 Dex / +10 Cun Changes resistances: +20% darkness / +5% arcane / +23% light Physical save: +15 (+3 eff.) Blindness immunity: +15% Stun/Freeze immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 278)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 and cleanse 1 wound and 1 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. |
heroism infusion of the duelist (+20 for 8 turns, die at -871)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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. While Heroism is active, you will only die when reaching -871 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+21 for 12 turns, die at -1080)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: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 12 turns. While Heroism is active, you will only die when reaching -1080 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+21 for 10 turns, die at -875)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: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -875 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (757% speed; 7 turns)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: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% 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 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 wizard (638% speed; 7 turns)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: 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 638% 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)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: 17 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 duelist (heal 637 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 637 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 796 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: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 796 life over 5 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 sneak (rad 9; power 67; turns 4; dispels 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 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 34). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 67) for 4 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. |
wild infusion of the sneak (resist 34%; 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: 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 mental effect and reduce all damage taken by 34% 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 titan (resist 26%; 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: 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 or 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 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 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: 19 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 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. |
acid wave rune of the sneak (222 acid damage; disarm 5 turns with power 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: 15 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 222.25 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 66 vs. physical save). The surge of natural acids will remove one detrimental magical 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. |
biting gale rune of the duelist (179 cold damage; freeze 3 turns with power 63)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 direct a cone of chilling stormwind doing 178.74 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 63 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 titan (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 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. |
invisibility rune of the sneak (power 20 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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 20) 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. |
shielding rune of the duelist (absorb 750 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 750 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. |
teleportation rune of the sneak (range 208)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 208 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. |
Adyssra the voratun amulet =armour, regen, p save=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+2 eff.) Fatigue: -10% Changes stats: +3 Mag Changes resistances cap: +5% all Changes resistances penetration: +20% blight Changes damage: +6% arcane Talent mastery: +0.39 Technique / Duelist Physical save: +24 (+5 eff.) Life regen: +4.10 Mana each turn: +0.12 Vim when firing critical spell: +3.00 Amulets can have magical properties. |
Blackterror the gold amulet =acid res, life + regen=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +18% acid Changes resistances penetration: +5% darkness Changes damage: +12% acid / +18% darkness Physical save: +6 (+1 eff.) Life regen: +1.20 Maximum life: +49.00 Amulets can have magical properties. |
Borilin =regen, tenacity=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Changes resistances: +12% temporal Changes damage: +3% mind Pinning immunity: +20% Knockback immunity: +24% Life regen: +1.30 Spellpower: +10 (+2 eff.) Spell crit. chance: +1% Amulets can have magical properties. |
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 Talent mastery: +0.00(-) Technique / Battle tactics Reduces opponents crit chance: 0% Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 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 22% and provides a 11% 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. |
Eremular the steel amulet =mind, die at -60=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +12% mind Blindness immunity: +16% Disease immunity: +10% Confusion immunity: +15% Only die when reaching: -60.00 life Infravision radius: +4 Sight radius: +2 See invisible: +9 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
Garkul's Teeth =saves, pin immun=Crafted 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 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 204.87 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Kindlethorn =conf imm=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +5 Wil Changes resistances: +23% mind / +5% arcane / +12% light Changes resistances penetration: +26% light Mental save: +31 (+6 eff.) Confusion immunity: +50% Mental crit. chance: +5% Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 206 strength, based on Magic) for 5 turns, costing 21 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 27 power out of 60/60) : Effective talent level: 3.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, 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. |
Thundermistress =lightning, fire res=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Wil Changes resistances: +30% lightning / +21% fire Changes resistances penetration: +10% fire Changes damage: +6% fire Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
XanewenInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% temporal / +36% cold / +29% fire Mental save: +15 (+3 eff.) Mana each turn: +0.24 Mana when firing critical spell: +3.00 Vim when firing critical spell: +6.00 Only die when reaching: -80.00 life Maximum vim: +30.00 Spell crit. chance: +3% Amulets can have magical properties. |
cleansing voratun amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +23% nature / +17% blight Poison immunity: +36% Disease immunity: +30% Cut immunity: +70% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 2.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 238 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding voratun amulet of mastery (0.40 Cunning / Dirty fighting)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% lightning Talent mastery: +0.40 Cunning / Dirty fighting Stun/Freeze immunity: +25% Amulets can have magical properties. |
mindweaver's voratun amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +16 Changes stats: +4 Wil Critical mult.: +16.00% Mental save: +13 (+3 eff.) Confusion immunity: +20% Mindpower: +11 (+3 eff.) Amulets can have magical properties. |
savior's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +25 (+5 eff.) Spell save: +25 (+7 eff.) Mental save: +25 (+5 eff.) Amulets can have magical properties. |
serendipitous stralite amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +17 (+4 eff.) Damage (Melee): 10 light / 10 darkness Effects when hit in melee: * 9% chance to blind * 11% chance to inflict 15% damage reduction Changes stats: +14 Lck Changes damage: +12% light / +10% darkness Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
steel amulet 'Islariamira' =regen, see invis=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +7 Wil Grants telepathy: Humanoid/Orc Life regen: +1.90 Maximum hate: +8.00 Mental crit. chance: +2% See invisible: +12 Amulets can have magical properties. |
stralite amulet 'Maludolegen' =crit mult, pin res=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +26% temporal Critical mult.: +25.00% Pinning immunity: +44% Knockback immunity: +41% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +8% Amulets can have magical properties. |
stralite amulet 'Prismmortal' =great stats, regens=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Fatigue: -8% Changes stats: +14 Dex / +9 Cun / +8 Con Changes resistances: +9% light Life regen: +1.20 Stamina each turn: +1.70 Only die when reaching: -80.00 life Movement speed: +10% Amulets can have magical properties. |
stralite amulet 'Voidreek' =slow, regen=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 darkness Changes resistances: +12% nature / +9% darkness Changes resistances penetration: +25% darkness Changes damage: +6% nature Life regen: +3.30 Amulets can have magical properties. |
warrior's voratun amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +15% physical Cut immunity: +60% Stamina each turn: +0.70 Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 1.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 187 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Aerygata the stralite ring =tenacity, crit mult=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun Changes resistances penetration: +25% mind Critical mult.: +15.00% Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +5% Rings can have magical properties. |
Ameregogund the gold ring =armour, power, m save=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +17 (+4 eff.) Armour: +14 Changes stats: +5 Str Physical save: +20 (+4 eff.) Only die when reaching: -40.00 life Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
Arakira the stralite ring =stats, crit mul, s save=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +9 Mag / +2 Wil / +2 Cun / +9 Con Critical mult.: +10.00% Spell save: +18 (+5 eff.) Mental crit. chance: +3% See invisible: +15 Rings can have magical properties. |
Balolathakan the copper ring =encumberance, resists=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +3% temporal / +9% darkness / +6% fire / +12% cold / +6% light Changes damage: +3% mind Maximum encumbrance: +22 Rings can have magical properties. |
Balurin the Flaredream =resists, dis/pois immun.=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 fire Changes resistances: +21% blight / +6% fire / +13% nature Changes resistances penetration: +25% blight / +15% fire Changes damage: +6% fire Poison immunity: +26% Disease immunity: +24% Rings can have magical properties. |
Berotar =nature res, 10% turn=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal / +32% nature / +5% arcane Changes resistances penetration: +25% arcane / +10% temporal Changes damage: +6% temporal / +16% nature / +9% arcane Rings can have magical properties. |
Branokhad the stralite ring =stun res, s save=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +18% mind / +9% lightning Changes damage: +18% mind Spell save: +30 (+8 eff.) Poison immunity: +20% Cut immunity: +15% Disarm immunity: +15% Stun/Freeze immunity: +30% Only die when reaching: -80.00 life Rings can have magical properties. |
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. |
Erelykalthorath =saves conf immunity=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +2 Damage when hit (Melee): 12 physical Changes stats: +3 Str / +8 Mag / +6 Wil / +7 Con Changes resistances: +2% physical Physical save: +3 (+1 eff.) Spell save: +19 (+5 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +40% Maximum stamina: +35.00 Spellpower: +15 (+3 eff.) Healing mod.: +5% Rings can have magical properties. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nerand the gold ring =tenacity, power, s save=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +2 Dex / +1 Con Spell save: +13 (+4 eff.) Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +26% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -60.00 life Maximum life: +24.00 Maximum stamina: +22.00 Spellpower: +8 (+2 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
Neridabeth the Glittersage =stats, stun conf immunity=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Dex / +1 Wil / +4 Cun Mental save: +5 (+1 eff.) Confusion immunity: +24% Stun/Freeze immunity: +22% Life regen: +0.90 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Light radius: +1 Rings can have magical properties. |
Nerothra =fire res, armour, defense=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Con Changes resistances: +30% fire Changes damage: +15% fire Stamina each turn: +0.80 Psi when hit: +0.12 Only die when reaching: -20.00 life Mental crit. chance: +2% Rings can have magical properties. |
Polaba =saves sensing critM natur=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +1% physical / +43% nature / +3% cold Changes damage: +20% nature Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Physical save: +16 (+3 eff.) Spell save: +18 (+5 eff.) Mental save: +14 (+3 eff.) Blindness immunity: +45% Mindpower: +2 (+0 eff.) Infravision radius: +6 See stealth: +25 See invisible: +23 Rings can have magical properties. |
Prismstrike the stralite ring =stun immunity, regen=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +12% mind / +15% light Changes resistances penetration: +20% mind Changes damage: +12% light / +6% mind Stun/Freeze immunity: +42% Life regen: +3.60 Light radius: +3 Rings can have magical properties. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Superiority +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +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. |
Sparkpyre the voratun ring =dark temp nat resists=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to daze at end of turn Damage when hit (Melee): 16 nature / 20 temporal Changes resistances: +15% temporal / +40% darkness / +21% nature Changes damage: +27% lightning / +6% fire / +20% darkness / +6% temporal Rings can have magical properties. |
Ulforach =resists, crit red., psave=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% nature / +15% darkness / +6% mind Changes damage: +15% nature Reduces incoming crit damage: 15.00% Physical save: +29 (+6 eff.) Confusion immunity: +15% Only die when reaching: -60.00 life Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 91.48 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Willoworder the gold ring =slow, tenacity=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% nature Changes resistances penetration: +25% nature / +10% mind Changes damage: +6% mind Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +28% Maximum life: +27.00 Rings can have magical properties. |
Xebeth the Phoenixsteel =blight res, p save=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Con Changes resistances: +18% blight Changes damage: +18% fire Physical save: +16 (+3 eff.) Mana each turn: +0.32 Maximum vim: +20.00 Spell crit. chance: +7% Rings can have magical properties. |
Zanudar =slow on hit, conf res=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +15% physical Mental save: +7 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
gold ring 'Dazzlepiety' =on hit eff, lightning res=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +9 (+2 eff.) Effects on melee hit: * 12% chance to cause random gloom * 15% chance to blind Damage (Melee): 10 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +3 Cun Changes resistances: +28% lightning / +5% arcane Changes damage: +14% lightning / +12% light / +3% arcane Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
mule's gold ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +28 Rings can have magical properties. |
mule's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Maximum encumbrance: +37 Life regen: +2.00 Maximum life: +97.00 Healing mod.: +23% Rings can have magical properties. |
savior's voratun ring of lightning (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +32% lightning Changes damage: +16% lightning Physical save: +14 (+3 eff.) Spell save: +18 (+5 eff.) Mental save: +13 (+3 eff.) Rings can have magical properties. |
steel ring 'Aeroran' =phys res and damage=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +13% physical Changes damage: +13% physical Mental save: +12 (+3 eff.) Maximum hate: +6.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +4% Rings can have magical properties. |
steel ring 'Hedulen' =physical, fire, regens=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +3 Dex Changes resistances: +22% fire / +13% physical Changes damage: +11% fire / +13% physical Life regen: +1.00 Stamina each turn: +0.60 Maximum life: +43.00 Mindpower: +2 (+0 eff.) Healing mod.: +18% Rings can have magical properties. |
steel ring 'Stormpiercer' =light res=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 arcane / 16 lightning Changes resistances: +28% light / +12% lightning Changes damage: +21% lightning / +14% light / +6% arcane Rings can have magical properties. |
stralite ring 'Getorab' =temporal res, m save=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +17% temporal Changes resistances penetration: +20% acid / +25% mind Changes damage: +17% temporal Mental save: +30 (+6 eff.) Maximum psi: +30.00 Rings can have magical properties. |
stralite ring 'Prismbrace' =armour, sensing+blind res=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Damage when hit (Melee): 16 physical Changes stats: +3 Str Changes resistances: +21% acid Changes resistances penetration: +20% light Blindness immunity: +44% Infravision radius: +6 See stealth: +17 See invisible: +19 Rings can have magical properties. |
titan's stralite ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+2 eff.) Disarm immunity: +38% Pinning immunity: +41% Knockback immunity: +36% Maximum life: +34.00 Rings can have magical properties. |
titan's voratun ring of corrosion (+36%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +36% acid Changes damage: +18% acid Physical save: +18 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Belytha' =dark res, crit mult=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Mag Changes resistances: +40% darkness Changes resistances penetration: +20% acid / +26% blight Changes damage: +20% darkness / +9% acid Critical mult.: +25.00% Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Rings can have magical properties. |
wizard'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: +9 Mag Spell save: +18 (+5 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +41% Rings can have magical properties. |
wizard's stralite ring of darkness (+30%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes resistances: +30% darkness Changes damage: +15% darkness Spell save: +14 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced iron battleaxe (13-19.5 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+2 eff.) Disarm immunity: +36% Massive two-handed battleaxes. |
Earonarirek the Charborn (50-65 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 45% Cun, 45% Dex Damage type: Fire Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% Damage Shield penetration (this weapon only): +52% Damage (Melee): +24 cold Burst (radius 1) on hit: +8 fire When wielded/worn: Armour penetration: +3 Armour: +14 Changes damage: +9% fire Sharp, short and deadly. |
Tarrozor (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 45% Dex Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 45% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +48 insidious poison When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 33% Changes stats: +6 Con Changes resistances: +5% arcane / +6% blight Changes resistances penetration: +12% physical Spell save: +33 (+9 eff.) Disarm immunity: +18% Sharp, short and deadly. |
stralite dagger 'Duathelsmash' (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +11 (+3 eff.) Changes resistances: +12% darkness / +15% nature Changes damage: +6% darkness Physical save: +18 (+4 eff.) Spell save: +12 (+3 eff.) Cut immunity: +10% Disarm immunity: +35% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Abyssworth (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Damage when hit (Melee): 4 fire / 19 mind / 20 darkness Changes stats: +1 Con Changes resistances: +10% nature / +12% temporal Changes resistances penetration: +8% nature Changes damage: +20% mind / +17% darkness / +10% nature Talent mastery: +0.20 Wild-gift / Harmony Critical mult.: +3.00% Physical save: +20 (+4 eff.) Equilibrium when hit: +2.10 Maximum stamina: +5.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +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. |
This item will automatically be transmogrified when you leave the level.Elessra the Mucusglean (30-36 power, 6 apr, blight 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 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +20 nature When wielded/worn: Fatigue: -6% Changes stats: +8 Str / +3 Mag Changes resistances: +6% nature Changes resistances penetration: +25% nature Changes damage: +30% blight Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +20% Light radius: +4 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.quick 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 Crit. chance: +7.0% Attack speed: 111% When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +7 Dex One-handed war axes. |
IssolabarInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Physical power: +14 (+3 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances penetration: +10% physical Physical save: +12 (+2 eff.) Mental save: +12 (+3 eff.) Maximum life: +124.00 Size category: +1 A belt that goes around your waist. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+3 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 16 power out of 18/18) : Effective talent level: 4.0 Power cost: 16 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 40.33 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Mayeth (0 def, 17 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +17 Fatigue: -4% Changes stats: +4 Str Changes resistances penetration: +10% temporal Maximum encumbrance: +34 Physical save: +11 (+2 eff.) Healing mod.: +20% A pair of boots made of leather. |
Zubuletira the Growrock (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 39% Changes resistances: +30% darkness / +29% temporal / +12% nature / +21% cold Changes resistances penetration: +20% darkness / +18% temporal Reduces incoming crit damage: 19.00% Pinning immunity: +15% Stun/Freeze immunity: +25% Knockback immunity: +30% Defense after a teleport: +21 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.blood-soaked pair of voratun boots of rushing (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 167.79 arcane damage and stunned), costing 87 power out of 80/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
elven-silk wizard hat 'Bethinne' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +6% lightning / +7% temporal / +6% light / +7% fire / +6% nature / +6% acid / +27% blight / +7% cold / +8% darkness Changes resistances penetration: +20% arcane Changes damage: +20% blight Critical mult.: +15.00% Mental save: +10 (+2 eff.) Life regen: +4.10 Mana each turn: +0.04 Heals friendly targets nearby when you use a nature summon: +20 Damage Shield Power: +9% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.spiked steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 14 physical A suit of armour made of mail. |
2 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Kindleguile (dig speed 18 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 16 acid Changes stats: +3 Str / +5 Cun Changes resistances: +15% light Changes resistances penetration: +10% mind Changes damage: +9% acid / +6% light / +9% mind Psi when hit: +0.08 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Airlash' (dig speed 19 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +10 Damage when hit (Melee): 16 arcane Changes stats: +3 Str Changes resistances: +9% cold / +33% darkness / +6% fire Changes damage: +12% lightning Damage affinity(heal): +15% darkness Reduces incoming crit damage: 19.00% Infravision radius: +9 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Brandglean the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% fire Critical mult.: +20.00% Mental save: +6 (+1 eff.) Maximum hate: +10.00 Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Light radius: +3 See stealth: +17 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 35 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern 'Islukira'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Changes stats: +5 Dex Changes resistances penetration: +15% mind Physical save: +31 (+6 eff.) Spell save: +30 (+8 eff.) Maximum vim: +50.00 Spellpower: +20 (+4 eff.) Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's dwarven lantern of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Physical save: +31 (+6 eff.) Spell save: +13 (+4 eff.) Mental save: +17 (+4 eff.) Light radius: +4 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 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 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 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 10 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 50% 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. |
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)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)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 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (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 464.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 22 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
This item will automatically be transmogrified when you leave the level.Bregutar the Scabvenom (21/21, 77-92.4 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 77.0 - 92.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) Travel speed: +200% Damage (Ranged): +19 temporal / +24 nature / +12 mind / +28 arcane When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.hateful pouch of voratun shots (24/24, 50.5-60.6 power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 50.5 - 60.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 Damage (Ranged): +30 darkness Damage against: +19% Living Shots are used with slings to pummel your foes to death. |
Ce'Nodheba [power 48] (1/27 cooldown) =psychoportation=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 31% * 20 arcane resource burn Talent granted: +4 Telekinetic Blast Stun/Freeze immunity: +15% Only die when reaching: -40.00 life Healing mod.: +5% It can be used to teleport randomly (rad 48), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Aerohir the Flareimmortal [power 90] (1/18 cooldown) =thorny skin=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 21 arcane resource burn Changes resistances: +18% acid / +5% arcane / +9% nature / +15% lightning Changes damage: +15% fire Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws Spell save: +30 (+8 eff.) 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 18 turns. Natural totems are made by powerful wilders to store nature power. |
Phoenixpride [power 5] (1/9 cooldown) =cure ailments=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +15% fire Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws Critical mult.: +10.00% Mental save: +12 (+3 eff.) Maximum hate: +6.00 Mindpower: +18 (+6 eff.) Heals friendly targets nearby when you use a nature summon: +50 It can be used to remove up to 5 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Skytide the elven-wood totem of healing [power 202] (1/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Armour: +6 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str / +5 Dex Changes resistances penetration: +25% lightning It can be used to heal a target within range 6 (based on Willpower) for 202, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 31 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Tanod the Halfling Rogue level 29
33rd Haze 122nd year of Ascendancy at 23:13 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tanod the Halfling Rogue level 23
8th Haze 122nd year of Ascendancy at 16:24 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Tanod the Halfling Rogue level 33
77th Haze 122nd year of Ascendancy at 06:06 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Tanod the Halfling Rogue level 38
30th Regrowth 123rd year of Ascendancy at 11:14 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Tanod the Halfling Rogue level 32
74th Haze 122nd year of Ascendancy at 08:31 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tanod the Halfling Rogue level 17
38th Dusk 122nd year of Ascendancy at 06:48 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Tanod the Halfling Rogue level 31
71st Haze 122nd year of Ascendancy at 12:34 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Tanod the Halfling Rogue level 35
5th Allure 123rd year of Ascendancy at 03:11 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Tanod the Halfling Rogue level 22
1st Time of Equilibrium 122nd year of Ascendancy at 16:51 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tanod the Halfling Rogue level 24
12nd Haze 122nd year of Ascendancy at 19:00 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Tanod the Halfling Rogue level 50
36th Pyre 123rd year of Ascendancy at 20:00 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Tanod the Halfling Rogue level 46
78th Regrowth 123rd year of Ascendancy at 20:11 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Tanod the Halfling Rogue level 30
67th Haze 122nd year of Ascendancy at 22:43 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 Tanod the Halfling Rogue level 23
8th Haze 122nd year of Ascendancy at 13:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tanod the Halfling Rogue level 10
5th Flare 122nd year of Ascendancy at 01:52 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tanod the Halfling Rogue level 20
70th Dusk 122nd year of Ascendancy at 00:03 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Tanod the Halfling Rogue level 30
60th Haze 122nd year of Ascendancy at 09:08 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Tanod the Halfling Rogue level 40
39th Regrowth 123rd year of Ascendancy at 17:46 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Tanod the Halfling Rogue level 50
35th Pyre 123rd year of Ascendancy at 03:03 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Tanod the Halfling Rogue level 49
35th Pyre 123rd year of Ascendancy at 00:55 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Tanod the Halfling Rogue level 14
21st Dusk 122nd year of Ascendancy at 02:43 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Tanod the Halfling Rogue level 42
45th Regrowth 123rd year of Ascendancy at 22:15 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Tanod the Halfling Rogue level 34
4th Allure 123rd year of Ascendancy at 23:16 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Tanod the Halfling Rogue level 26
26th Haze 122nd year of Ascendancy at 09:49 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Tanod the Halfling Rogue level 31
71st Haze 122nd year of Ascendancy at 14:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tanod the Halfling Rogue level 8
1st Mirth 122nd year of Ascendancy at 22:36 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Tanod the Halfling Rogue level 23
8th Haze 122nd year of Ascendancy at 16:24 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Tanod the Halfling Rogue level 40
39th Regrowth 123rd year of Ascendancy at 17:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tanod the Halfling Rogue level 14
13rd Dusk 122nd year of Ascendancy at 09:29 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Tanod the Halfling Rogue level 35
2nd Regrowth 123rd year of Ascendancy at 10:52 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Tanod the Halfling Rogue level 23
8th Haze 122nd year of Ascendancy at 13:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tanod the Halfling Rogue level 18
66th Dusk 122nd year of Ascendancy at 00:33 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Tanod the Halfling Rogue level 37
29th Regrowth 123rd year of Ascendancy at 18:45 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Tanod the Halfling Rogue level 28
31st Haze 122nd year of Ascendancy at 21:09 see stats
Log
Something hits Tanod for 43 light, 18 healing (43 total damage) [18 healing].
Something hits Tanod for 14 temporal, 12 healing, 15 physical, 12 healing (29 total damage) [23 healing].
Tanod resists the teleport!
Tanod HEALS from physical damage!
Tanod HEALS from temporal damage!
Something hits Tanod for 34 temporal, 28 healing, 35 physical, 28 healing (69 total damage) [55 healing].
Tanod is no longer evading attacks.
Tanod is no longer one with nature.
Tanod HEALS from fire damage!
Tanod HEALS from darkness damage!
Tanod receives 55 healing.
Curse of Death from Argoniel hits Tanod for 33 darkness, 32 healing (33 total damage) [32 healing].
Burning from Elandar hits Tanod for 26 fire, 15 healing (26 total damage) [15 healing].
You use the orb on the portal, shutting it down easily.
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Tanod slows down.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Tanod resists the teleport!
Something hits Tanod for 28 temporal, 28 physical (56 total damage).
Something misses Tanod.
Tanod resists the teleport!
Something hits Tanod for 14 temporal, 15 physical (29 total damage).
Something hits Tanod for 86 arcane damage.
Something hits Tanod for 86 arcane damage.
Tanod resists the teleport!
Something hits Tanod for 34 temporal, 35 physical (69 total damage).
Saving game...






























































































































