











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 | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Mindslayer |
| Level / Exp | 50 / 290% |
| Size | small |
| Lifes / Deaths | Killed by runed bone giant at level 50 on the 5th Regrowth 123rd year of Ascendancy at 11:21 / 3Killed by Elandar at level 50 on the 5th Regrowth 123rd year of Ascendancy at 11:33 Killed by Elandar at level 50 on the 5th Regrowth 123rd year of Ascendancy at 12:00 |
Primary Stats
| Strength | 51 (base 23) |
| Dexterity | 46 (base 19) |
| Constitution | 88 (base 60) |
| Magic | 26 (base 10) |
| Willpower | 109.77938641668 (base 60) |
| Cunning | 91 (base 60) |
Resources
| Life | -142/1186 |
| Equilibrium | 18 |
| Psi | 194/194 |
| Healing Factor | 1.6434883720929 |
| Regeneration | 8.6283139534877 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.7836465099% |
| Spell | 0% |
| Global | +107.19994720145% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 43.22431398015 |
| See Invisible | 52.22431398015 |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 65 |
| Crit Chance | 49% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 113 |
| Accuracy | 62 |
| Crit Chance | 47% |
| APR | 72 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.25 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +20% |
| Acid | +16% |
| Light | +15% |
| Mind | +6% |
| Darkness | +15% |
| Physical | +10% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Nature | +20% |
| Acid | +10% |
| Physical | +13% |
| Cold | +14% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 71.5 (80%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 3 |
| Physical Save | 50 |
| Spell Save | 60 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 49%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 46%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Silence Resistance | 17% |
| Confusion Resistance | 52% |
| Stun Resistance | 64% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 -1084 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 Willpower stat. |
Class Talents
| Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Psionic / Kinetic mastery | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Augmented striking | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thermal Shield |
| talent | Psiblades |
| talent | Charged Shield |
| talent | Skate |
| talent | Beyond the Flesh |
| talent | Deflect Projectiles |
| talent | Kinetic Aura |
| detrimental effect | The target is on fire, taking 82.21 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+25). Continuum Destabilization |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | 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 Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Willpower by +1. | 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 been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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: 725. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within3 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
| Psionic focus | Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
| On hands | Poruvea the hardened leather gloves (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical power: +7 (+2 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes resistances: +18% blight / +12% fire / +12% acid / +9% lightning Spell save: +32 (+8 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 152, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 265.65 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. The set is complete. When wielded/worn: Armour: +9 Defense: +5 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / +10 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +15 (+5 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) It can be used to activate talent Bellowing Roar (costing 41 power out of 29/45) : Effective talent level: 3.6 Power cost: 41 out of 29/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 128.21 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| On feet | pair of voratun boots 'Girin' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +8 Cun / +6 Con Changes resistances penetration: +13% physical Changes damage: +6% acid / +6% mind Critical mult.: +15.00% Physical save: +22 (+7 eff.) Mental save: +31 (+8 eff.) Psi when hit: +0.08 Spellpower: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | 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 32 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Life regen: +1.50 Maximum life: +95.00 Mindpower: +10 (+2 eff.) Healing mod.: +19% Rings can have magical properties. |
| On fingers | marksman's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Stun/Freeze immunity: +30% Life regen: +3.50 Rings can have magical properties. |
| Around neck | Hettihad the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -14% Changes stats: +5 Dex / +4 Wil / +4 Cun Changes resistances: +22% cold / +20% fire Maximum psi: +50.00 Amulets can have magical properties. |
| In main hand | voratun waraxe 'Salarin' (38.5-53.9 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 101% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +21 ice / +8 arcane When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+3 eff.) Armour: +11 Changes resistances: +3% acid Changes resistances penetration: +14% cold One-handed war axes. |
| Around waist | Yvaretira the EbonyireInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +4 Dex / +3 Mag / +3 Con Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +10% darkness Reduces incoming crit damage: 15.00% See invisible: +9 A belt that goes around your waist. |
| In off hand | Eyal's Will (22-24.2 power, 58 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 95% Wil, 32% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +58 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +16 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +28 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 27 power out of 14/30) : Effective talent level: 3.0 Power cost: 27 out of 14/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 73.99 slime damage for 13 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| 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 (+5 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 153.00 cold damage and condensing the air into freezing vapors that deal 51.00 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 | Scale Mail of Kroltar (20 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. The set is complete. When wielded/worn: Armour: +18 Defense: +20 (+8 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +240.00 It can be used to activate talent Devouring Flame (costing 45 power out of 19/80) : Effective talent level: 3.6 Power cost: 45 out of 19/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 49.95 fire damage in a radius of 4 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
healing infusion of the sneak (heal 265)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 265 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+13 for 8 turns, die at -840)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: 22 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 13 for 8 turns. While Heroism is active, you will only die when reaching -840 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (53 nature damage, 52% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 53.31 nature damage per turn for 7 turns, and reducing the target's healing received by 52%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (1013% speed; 9 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1013% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 676 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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 676 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 8; power 68; turns 5; 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 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 68) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 32%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental effect and reduce all damage taken by 32% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 29%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 or magical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 39%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 39% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the titan (168 cold damage; freeze 3 turns with power 62)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 167.60 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 62 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 12)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 12. 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. |
lightning rune of the warrior (404 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 134.60 to 403.80 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 15; power 53; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 53%, your defense is increased by 53 and all your resistances by 53%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 728 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 728 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 556 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 556 damage for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 170)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 170 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Cyrotta the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 20 blight Changes resistances: +6% blight / +12% temporal Changes resistances penetration: +25% blight / +10% temporal Changes damage: +9% blight Talent masteries: +0.28 Wild-gift / Mindstar mastery +0.28 Wild-gift / Harmony Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
MalerobersCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +8 (+2 eff.) Armour: +4 Defense: +14 (+6 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances cap: +3% all Changes resistances penetration: +15% physical Physical save: +11 (+4 eff.) Maximum stamina: +10.00 Amulets can have magical properties. |
cleansing steel amulet of dexterity (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +13% nature / +11% blight Poison immunity: +20% Disease immunity: +29% Amulets can have magical properties. |
enraging stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Damage (Melee): 9 light / 10 darkness Effects when hit in melee: * 10% chance to blind * 11% chance to inflict 15% damage reduction Changes damage: +8% physical / +11% light / +12% darkness Combat speed: +10% Amulets can have magical properties. |
grounding stralite amulet of mastery (0.32 Psionic / Kinetic mastery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.32 Psionic / Kinetic mastery Stun/Freeze immunity: +35% Amulets can have magical properties. |
grounding stralite amulet of strength (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str Changes resistances: +20% lightning Stun/Freeze immunity: +32% Amulets can have magical properties. |
insulating voratun amulet of mastery (0.26 Psionic / Absorption)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +23% cold / +28% fire Talent mastery: +0.26 Psionic / Absorption Amulets can have magical properties. |
protective stralite amulet of magic (+6)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +7 (+4 eff.) Changes stats: +6 Mag Changes resistances cap: +4% all Physical save: +10 (+3 eff.) Amulets can have magical properties. |
savior's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 7% chance to blind * 7% chance to inflict 15% damage reduction Changes damage: +7% light / +6% darkness Physical save: +16 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+3 eff.) Amulets can have magical properties. |
starlit stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +26% light / +26% darkness Blindness immunity: +32% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +3 Mag / +4 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.30 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Movement speed: +10% Amulets can have magical properties. |
warrior's stralite amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances: +8% physical Stamina each turn: +0.50 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. |
Adolrawyn the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +6% physical Spell save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +26% Stun/Freeze immunity: +20% Life regen: +1.60 Vim when firing critical spell: +3.00 Spellpower: +7 (+1 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
Camyneg the MurkblissCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +3 Dex / +4 Con Changes resistances: +9% darkness / +4% physical Changes damage: +5% all / +6% physical Physical save: +9 (+3 eff.) Life regen: +0.60 Spellpower: +9 (+1 eff.) Mindpower: +9 (+2 eff.) Rings can have magical properties. |
Doursting the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Defense: +12 (+5 eff.) Damage when hit (Melee): 16 darkness Changes resistances: +6% acid / +12% temporal / +9% mind Changes resistances penetration: +20% darkness Blindness immunity: +20% Cut immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
IslekiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Armour: +14 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances penetration: +10% acid Changes damage: +6% acid Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 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 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 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. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 45 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +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 / Shield defense +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Pugilism +0.30 Technique / Superiority +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. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 53.05 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. |
Windborne Azurite ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings can have magical properties. |
YvoveaPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +4 Mag / +9 Wil / +6 Cun Mental save: +8 (+2 eff.) Confusion immunity: +23% Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +10.00 Spellpower: +7 (+1 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
ZolenInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +2 Wil Changes resistances: +38% acid / +9% mind Changes damage: +19% acid Maximum psi: +30.00 Mental crit. chance: +4% See invisible: +18 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +10 (+5 eff.) Changes stats: +7 Wil / +7 Mag Spellpower: +8 (+1 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
gold ring 'Glowsear'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +7 Wil Changes resistances: +6% fire Changes damage: +27% light Reduces incoming crit damage: 15.00% Mental save: +11 (+3 eff.) Confusion immunity: +37% See invisible: +9 Rings can have magical properties. |
marksman's stralite ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +26% acid Changes damage: +13% acid Rings can have magical properties. |
marksman's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +13 Defense: +16 (+7 eff.) Changes stats: +9 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
mule's stralite ring of nature (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes resistances: +28% nature Changes damage: +14% nature Maximum encumbrance: +24 Rings can have magical properties. |
mule's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Maximum encumbrance: +32 Blindness immunity: +36% Infravision radius: +5 See stealth: +16 See invisible: +15 Rings can have magical properties. |
psionicist's stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Mental save: +23 (+6 eff.) Confusion immunity: +29% Rings can have magical properties. |
psionicist's voratun ring of light (+32%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +32% light Changes damage: +16% light Mental save: +10 (+2 eff.) Rings can have magical properties. |
psionicist's voratun ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+3 eff.) Disarm immunity: +37% Pinning immunity: +33% Knockback immunity: +44% Maximum life: +32.00 Rings can have magical properties. |
rogue's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +14 (+6 eff.) Changes stats: +7 Cun Disarm immunity: +36% Pinning immunity: +25% Knockback immunity: +36% Maximum life: +41.00 Rings can have magical properties. |
rogue's stralite ring of time (+18%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+5 eff.) Changes stats: +6 Cun Changes resistances: +18% temporal Changes damage: +18% temporal Rings can have magical properties. |
rogue's voratun ring of the mind (+13%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+6 eff.) Changes stats: +7 Cun Changes resistances: +13% mind Changes damage: +13% mind Rings can have magical properties. |
savior's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+3 eff.) Stun/Freeze immunity: +36% Life regen: +1.10 Rings can have magical properties. |
steel ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring of blight (+18%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +18% blight Changes damage: +18% blight Rings can have magical properties. |
warrior's stralite ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
warrior's stralite ring of frost (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +28% cold Changes damage: +14% cold Rings can have magical properties. |
warrior's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Blindness immunity: +38% Infravision radius: +6 See stealth: +17 See invisible: +18 Rings can have magical properties. |
warrior's voratun ring of darkness (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +26% darkness Changes damage: +13% darkness Rings can have magical properties. |
warrior's voratun ring of lightning (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +26% lightning Changes damage: +13% lightning Rings can have magical properties. |
The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 60% Wil, 40% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+4 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 9 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stat: 101% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+6 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
caller's living mindstar of clarity (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 16.0 - 17.6 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% When wielded/worn: Changes resistances penetration: +7% acid / +6% fire / +7% physical / +7% cold Changes damage: +10% acid / +12% fire / +11% physical / +15% cold Mental save: +9 (+2 eff.) Maximum psi: +33.00 Mindpower: +10 (+2 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. |
Oakfiend the voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 101% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 nature Burst (radius 2) on crit: +30 ice / +8 nature / +8 mind When wielded/worn: Armour: +15 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Wil Changes resistances penetration: +15% cold Changes damage: +6% acid Mental crit. chance: +2% One-handed war axes. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
balancing drakeskin leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Cun / +4 Dex Mental save: +11 (+3 eff.) Spellpower: +6 (+1 eff.) Mental crit. chance: +12% A belt that goes around your waist. |
drakeskin leather belt 'Sparkstun'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +12% lightning / +6% temporal / +15% light / +15% fire / +15% cold Blindness immunity: +15% Silence immunity: +10% Confusion immunity: +25% Pinning immunity: +15% Stun/Freeze immunity: +10% Teleport immunity: +15% A belt that goes around your waist. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
restorative pair of dwarven-steel boots of uncanny dodging (2 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +5 (+3 eff.) Fatigue: +3% Life regen: +3.50 Healing mod.: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Natureclamor (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 39% Damage when hit (Melee): 24 mind Changes resistances penetration: +20% nature Grants telepathy: Dragon Physical save: +10 (+3 eff.) Mental save: +49 (+12 eff.) Disarm immunity: +50% Hate when firing a critical mind attack: +6.00 Heals friendly targets nearby when you use a nature summon: +30 Metal gloves protecting the hands up to the middle of the lower arm. |
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 (+3 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 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 172.00 arcane damage and stunned), costing 90 power out of 86/150. 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. |
Bokehad the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +2% Changes resistances: +12% mind Grants telepathy: Demon/Minor Demon/Major All Mental save: +20 (+5 eff.) Confusion immunity: +35% Mana when firing critical spell: +2.00 Spellpower: +14 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayimira the Stormblood (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +7 Wil Changes resistances: +28% lightning / +19% physical / +18% darkness / +14% temporal Changes resistances penetration: +20% lightning / +5% mind Changes damage: +20% darkness / +18% physical Maximum hate: +11.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 27 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level.voratun mail armour of the deep (5 def, 16 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+3 eff.) Fatigue: +16% Changes resistances: +12% acid / +15% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Isyrimina (17 def, 16 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +17 (+7 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +8% Changes stats: +4 Dex / +13 Cun Changes resistances: +10% mind Physical save: +24 (+8 eff.) Mental save: +25 (+6 eff.) Life regen: +1.20 Only die when reaching: -80.00 life A suit of armour made of leather. |
Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+3 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
This item will automatically be transmogrified when you leave the level.cosmic voratun shield of reflection (12 def, 3 armour, 189.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Changes resistances: +33% light / +35% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.voratun shield of mind resistance (+19%) (12 def, 3 armour, 209 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Changes resistances: +19% mind Talent granted: +5 Block Handheld deflection devices. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 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. |
voratun pickaxe of endurance (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +6 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
Earevor the BlazeroarInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -6% Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +12 Str / +11 Mag / +3 Wil Changes damage: +9% lightning Reduces incoming crit damage: 15.00% Mental save: +15 (+4 eff.) Light radius: +4 Infravision radius: +3 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 3 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
6 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. |
11 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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 364.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 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. |
Isliba [power 173] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +4 mind / +5 darkness Changes damage: +6% arcane Talents granted: +10 Telekinetic Blast +1 Ward Critical mult.: +3.00% Spell save: +35 (+8 eff.) Stamina each turn: +0.60 Maximum stamina: +10.00 Spellpower: +14 (+2 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of mindblast [power 261] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a range 10 beam dealing 130.50 to 261.00 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation [power 45] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 45), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of cure ailments [power 4] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing [power 197] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 10 (based on Willpower) for 197, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.natural dragonbone totem of thorny skin [power 90] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 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. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Xeriwen [power 65] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% light Physical save: +10 (+3 eff.) Mental save: +30 (+7 eff.) Poison immunity: +10% Disease immunity: +25% Confusion immunity: +10% It can be used to disarm traps (65 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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 (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Fedec the Yeek Mindslayer level 31
1st Haze 122nd year of Ascendancy at 05:38 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Fedec the Yeek Mindslayer level 25
62nd Dusk 122nd year of Ascendancy at 20:59 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Fedec the Yeek Mindslayer level 31
79th Dusk 122nd year of Ascendancy at 16:15 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Fedec the Yeek Mindslayer level 35
20th Haze 122nd year of Ascendancy at 14:38 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Fedec the Yeek Mindslayer level 40
63rd Haze 122nd year of Ascendancy at 01:40 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Fedec the Yeek Mindslayer level 34
18th Haze 122nd year of Ascendancy at 12:11 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Fedec the Yeek Mindslayer level 21
31st Dusk 122nd year of Ascendancy at 18:47 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fedec the Yeek Mindslayer level 31
3rd Haze 122nd year of Ascendancy at 06:16 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Fedec the Yeek Mindslayer level 32
15th Haze 122nd year of Ascendancy at 17:44 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Fedec the Yeek Mindslayer level 23
32nd Dusk 122nd year of Ascendancy at 13:29 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Fedec the Yeek Mindslayer level 22
32nd Dusk 122nd year of Ascendancy at 10:04 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Fedec the Yeek Mindslayer level 50
2nd Regrowth 123rd year of Ascendancy at 09:28 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fedec the Yeek Mindslayer level 25
62nd Dusk 122nd year of Ascendancy at 19:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Fedec the Yeek Mindslayer level 10
2nd Mirth 122nd year of Ascendancy at 17:05 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Fedec the Yeek Mindslayer level 20
30th Dusk 122nd year of Ascendancy at 18:28 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Fedec the Yeek Mindslayer level 30
79th Dusk 122nd year of Ascendancy at 00:42 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Fedec the Yeek Mindslayer level 40
62nd Haze 122nd year of Ascendancy at 09:55 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Fedec the Yeek Mindslayer level 50
10th Allure 123rd year of Ascendancy at 07:11 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Fedec the Yeek Mindslayer level 50
1st Regrowth 123rd year of Ascendancy at 05:25 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Fedec the Yeek Mindslayer level 43
73rd Haze 122nd year of Ascendancy at 10:26 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Fedec the Yeek Mindslayer level 23
51st Dusk 122nd year of Ascendancy at 16:55 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Fedec the Yeek Mindslayer level 49
1st Allure 123rd year of Ascendancy at 11:55 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Fedec the Yeek Mindslayer level 32
14th Haze 122nd year of Ascendancy at 19:45 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Fedec the Yeek Mindslayer level 33
15th Haze 122nd year of Ascendancy at 18:49 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Fedec the Yeek Mindslayer level 12
1st Summertide 122nd year of Ascendancy at 07:22 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Fedec the Yeek Mindslayer level 25
62nd Dusk 122nd year of Ascendancy at 20:59 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Fedec the Yeek Mindslayer level 17
13rd Dusk 122nd year of Ascendancy at 07:15 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Fedec the Yeek Mindslayer level 38
47th Haze 122nd year of Ascendancy at 11:19 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fedec the Yeek Mindslayer level 41
68th Haze 122nd year of Ascendancy at 12:19 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fedec the Yeek Mindslayer level 27
76th Dusk 122nd year of Ascendancy at 00:25 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Fedec the Yeek Mindslayer level 50
5th Regrowth 123rd year of Ascendancy at 11:21 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fedec the Yeek Mindslayer level 30
79th Dusk 122nd year of Ascendancy at 11:54 see stats
Log
Elandar hits Fedec for (110 to psi shield), 68 fire (68 total damage).
Champion of Urh'Rok speeds up.
Argoniel slows down.
Fedec feels pain again.
Burning from Elandar hits Fedec for (45 to psi shield), 25 fire (25 total damage).
Elandar casts Manathrust.
Elandar's spell attains critical power!
Elandar is stunned by the burning flame!
Fedec resists the searing flame!
Elandar hits Fedec for (110 to psi shield), 579 arcane (579 total damage).
Elandar is not stunned anymore.
Forge-giant's cleansing fire area effect hits Fedec for (32 to psi shield), 18 fire (18 total damage).
Forge-giant's cleansing fire area effect hits Elandar for 61 fire damage.
Elandar casts Moonlight Ray.
Elandar's spell attains critical power!
Fedec shrugs off the critical damage!
Fedec HEALS from darkness damage!
Elandar hits Fedec for (110 to psi shield), 205 darkness, 167 healing (205 total damage) [167 healing].
Fedec uses Giant Leap.
Elandar stops regenerating health quickly.
Runed bone giant uses Re-assemble.
Runed bone giant receives 805 healing from Re-assemble.
Burning from Elandar hits Fedec for (55 to psi shield), 30 fire (30 total damage).
Elandar casts Strike.
Forge-giant's cleansing fire area effect hits Elandar for 61 fire damage.
Elandar casts Lightning.
Elandar's spell attains critical power!
Saving game...

































































































































