Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Brawler |
Level / Exp | 50 / 4116% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 149 (base 60) |
Dexterity | 106 (base 62) |
Constitution | 103 (base 41) |
Magic | 33 (base 16) |
Willpower | 48 (base 16) |
Cunning | 105 (base 66) |
Resources
Life | 1872/1872 |
Psi | 162/162 |
Stamina | 381/381 |
Equilibrium | 0 |
Healing Factor | 1.5109890109892 |
Regeneration | 5.5416231787555 |
Speed
Mental | +25% |
Attack | +15% |
Movement | +33.4086454743% |
Spell | +15% |
Global | +212.99902859634% |
Vision
Sight | 13 |
Lite | 15.923009049187 |
Infravision | 7 |
See Stealth | 62.612486196198 |
See Invisible | 79.612486196198 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 215 |
Accuracy | 98 |
Crit Chance | 127% |
APR | 69 |
Speed | 0.80 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 48% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 60% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Darkness | +43% |
Physical | +61% |
Nature | +52% |
Lightning | +40% |
Arcane | +43% |
Mind | +46% |
All | +34% |
Offense: Damage Penetration
Acid | +25% |
Light | +15% |
Nature | +30% |
Blight | +20% |
Arcane | +15% |
Cold | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (38.536585365854%) |
Defense | 91 |
Ranged Defense | 91 |
Fatigue | 6.669446550417 |
Physical Save | 71 |
Spell Save | 44 |
Mental Save | 63 |
Defense: Resistances
Acid | + 50%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 57%( 70%) |
All | + 33%( 70%) |
Lightning | + 67%( 70%) |
Light | + 43%( 70%) |
Physical | + 54%( 70%) |
Mind | + 51%( 70%) |
Fire | + 53%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 88% |
Silence Resistance | 50% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 892 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 947% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.3 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -930 life. The duration and life will increase by 1% for every 1% life you have lost (currently 930 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Finishing moves | 1.60 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Grappling | 1.60 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Pugilism | 1.60 |
| 4/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.60 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.60 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Race / Higher | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Skate |
talent | Exploit Weakness |
talent | Trained Reactions |
talent | Striking Stance |
beneficial effect | The target is using talents without consuming resources. Highborn's Bloom |
beneficial effect | The target's defense is increased by 50. Defensive Maneuver |
beneficial effect | Countering melee attacks: Has a 25% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
beneficial effect | The target's accuracy is improved by 76. Perfect Accuracy |
beneficial effect | The target's combat attack and crit chance are improved by 28 and 14%, respectively. Perfect control |
beneficial effect | The target calls upon its inner resources, improving all damage by 16% and reducing all damage taken by 16%. Wrath of the Highborn |
beneficial effect | Increases global action speed by 64%. Speed |
beneficial effect | Increases global speed by 49%. Quick |
beneficial effect | The target has 35% chance to evade melee and ranged attacks and gains 24 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Namusan☆. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Ce'Nylle the stone troll. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3727. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Shinespar (0 def, 5 armour) Shinespar (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 6 light Changes stats: +5 Cun / +4 Con Changes resistances penetration: +15% light Changes damage: +12% mind Physical save: +18 (+4 eff.) Mental save: +25 (+6 eff.) Silence immunity: +50% Confusion immunity: +38% Stun/Freeze immunity: +47% Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Cinderfeet. |
On hands | brawler's voratun gauntlets of war-making (0 def, 3 armour) brawler's voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Armour: +3 Fatigue: +5% Changes stats: +4 Str / +5 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +11.00% Physical save: +8 (+2 eff.) Spell crit. chance: +13% Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 41.0 - 57.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +34.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Crystle's Astral Bindings. |
On head | Cyrywyn (0 def, 5 armour) Cyrywyn (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 30% Damage when hit (Melee): 4 arcane Changes stats: +19 Str / +10 Dex / +5 Wil Changes resistances: +5% arcane / +12% physical Changes resistances penetration: +25% acid Changes damage: +9% arcane Physical save: +13 (+3 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1898.3 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Aletta's Diadem. |
Tool | Malilestir (dig speed 22 turns) Malilestir (dig speed 22 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +24 Physical crit. chance: +18.0% Physical power: +8 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +20 Str / +2 Dex / +9 Wil Changes damage: +9% physical Critical mult.: +20.00% Mental crit. chance: +9% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 6.4 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +117 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Shimmerreign' voratun ring 'Shimmerreign'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +1 Wil Changes resistances: +25% acid / +19% physical / +27% cold / +18% fire / +35% lightning Changes resistances penetration: +20% blight Changes damage: +6% lightning / +19% physical / +7% all Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +13 (+6 eff.) Mindpower: +19 (+6 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
On fingers | Writhing Ring of the Hunter =Garkul's Revenge= Writhing Ring of the Hunter =Garkul's Revenge=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Garkul's Revenge You have set the ring to grant you Garkul's Revenge! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | stralite amulet 'Govena' stralite amulet 'Govena'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +14 Physical power: +9 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 59% * 10 arcane resource burn Changes resistances: +9% light / +26% mind / +12% fire / +9% nature / +6% cold Changes damage: +9% physical Critical mult.: +18.00% Confusion immunity: +40% Combat speed: +10% Amulets can have magical properties. |
Main armor | Halygund the Weeplace (20 def, 8 armour) Halygund the Weeplace (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +3% cold Changes resistances penetration: +25% nature / +15% cold Changes damage: +9% nature Critical mult.: +20.00% Maximum life: +53.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. This object's appearance was changed to Chromatic Harness. |
Light source | Ivosetha the Sparksnake Ivosetha the SparksnakePowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +5% light / +15% lightning Changes resistances penetration: +15% arcane Changes damage: +9% darkness Damage affinity(heal): +5% darkness Mental save: +11 (+2 eff.) Spell crit. chance: +3% Light radius: +10 Infravision radius: +3 See stealth: +12 See invisible: +23 Damage Shield penetration: +30% It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 5.2 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 177.06 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | Belolen the Greenwrest (17 def, 10 armour) Belolen the Greenwrest (17 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +10 Defense: +17 (+3 eff.) Fatigue: -9% Changes stats: +1 Str / +1 Wil / +4 Cun / +6 Con Changes resistances penetration: +5% nature / +20% cold Physical save: +25 (+6 eff.) Spell save: +37 (+13 eff.) Mental save: +26 (+6 eff.) Maximum life: +109.00 Maximum stamina: +34.00 Light radius: +4 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Ureslak's Molted Scales. |
Around waist | drakeskin leather belt 'Purejustice' drakeskin leather belt 'Purejustice'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +19 (+4 eff.) Damage when hit (Melee): 10 nature Changes stats: +6 Str / +6 Con Changes resistances: +5% arcane Changes damage: +9% nature Critical mult.: +15.00% Reduces incoming crit damage: 15.66% Physical save: +11 (+2 eff.) Disease immunity: +20% Maximum life: +103.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +21.00 Maximum psi: +34.00 Maximum vim: +40.00 Maximum pos.energy: +39.00 Maximum neg.energy: +31.00 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Inventory
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 270; cd 11) healing infusion of the duelist (heal 270; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 270 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 271; cd 11) healing infusion of the duelist (heal 271; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 271 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 269; cd 12) healing infusion of the sneak (heal 269; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 269 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -898; dur 7; cd 30) heroism infusion of the sneak (die at -898; dur 7; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -898 life. The duration and life will increase by 1% for every 1% life you have lost (currently 898 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -678; dur 6; cd 26) heroism infusion of the titan (die at -678; dur 6; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -678 life. The duration and life will increase by 1% for every 1% life you have lost (currently 678 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 1109%; cd 11) movement infusion of the warrior (speed 1109%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1109% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 819; 12 cd) regeneration infusion of the duelist (heal 819; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 819 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 544; 15 cd) regeneration infusion of the duelist (heal 544; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 544 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 340; 13 cd) regeneration infusion of the psychic (heal 340; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 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 nature talent. |
regeneration infusion of the warrior (heal 833; 13 cd) regeneration infusion of the warrior (heal 833; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 833 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 32%; magical, physical; dur 3; cd 11) wild infusion of the psychic (res 32%; magical, physical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 38%; magical, mental; dur 4; cd 11) wild infusion of the sneak (res 38%; magical, mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 24%; physical; dur 2; cd 12) wild infusion of the wizard (res 24%; physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, light, blight, mind, darkness) Prismatic Rune (6 turns; acid, physical, light, blight, mind, darkness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 light, 5 blight, 5 mind, 5 darkness It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 265 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (342.00 temporal damage, removed from time 4 turns) Rune of the Rift (342.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 459.26 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 5; phase 14; cd 20) blink rune of the wizard (range 5; phase 14; cd 20)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: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 136; cd 12) shatter afflictions rune of the duelist (absorb 136; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
teleportation rune of the wizard (range 69; cd 11) teleportation rune of the wizard (range 69; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Arcshear ArcshearInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +6% acid / +3% temporal / +12% blight / +6% nature / +3% lightning Changes resistances penetration: +20% lightning Amulets can have magical properties. |
Bethobeth BethobethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +20 (+4 eff.) Fatigue: -6% Changes stats: +6 Str / +6 Con Changes resistances: +15% acid Changes damage: +18% acid Critical mult.: +10.00% Life regen: +3.00 Only die when reaching: -80.00 life Amulets can have magical properties. |
Cyryvena CyryvenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag / +6 Con Changes resistances: +12% acid Changes resistances penetration: +25% blight / +15% arcane Changes damage: +15% blight Physical save: +17 (+4 eff.) Life regen: +9.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +70.00 Maximum mana: +100.00 Damage Shield penetration: +31% Amulets can have magical properties. |
Duvydin DuvydinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +34 (+7 eff.) Defense: +25 (+5 eff.) Damage when hit (Melee): 10 blight Changes resistances: +5% physical Changes resistances penetration: +25% physical Changes damage: +9% physical Only die when reaching: -40.00 life Light radius: +3 Combat speed: +10% Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 31 power out of 35/35) : Effective talent level: 2.6 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 295 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Frigidspire the voratun amulet Frigidspire the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Cun Changes resistances: +6% nature / +21% cold / +9% light / +3% physical Changes damage: +15% mind Reduces incoming crit damage: 15.66% Physical save: +15 (+3 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +21% Pinning immunity: +21% Amulets can have magical properties. |
Frost Lord's Chain 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 (+5 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. |
Garkul's Teeth =garkul= Garkul's Teeth =garkul=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% Only die when reaching: +0.00 life It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 5.2 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 525.84 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Gloleth GlolethPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str / +3 Dex / +15 Mag / +5 Cun Mental save: +18 (+4 eff.) Mindpower: +15 (+5 eff.) Light radius: +3 Amulets can have magical properties. |
Issyfang the steel amulet Issyfang the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Fatigue: -6% Changes stats: +4 Dex Changes resistances: +4% physical Changes resistances penetration: +15% acid Changes damage: +6% blight Life regen: +3.00 Maximum stamina: +20.00 Amulets can have magical properties. |
Lightningwake LightningwakeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +12 Defense: +8 (+1 eff.) Damage when hit (Melee): 10 fire Changes resistances: +12% lightning Changes resistances cap: +5% all Changes damage: +12% lightning Physical save: +16 (+4 eff.) Only die when reaching: -80.00 life Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Scorchedge ScorchedgeInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +11 Wil Changes resistances: +21% cold / +24% temporal / +3% fire Changes resistances penetration: +5% cold Changes damage: +9% blight / +3% fire Mental save: +25 (+6 eff.) Confusion immunity: +41% Pinning immunity: +47% Knockback immunity: +42% Mindpower: +27 (+9 eff.) Amulets can have magical properties. |
Searterror the voratun amulet Searterror the voratun amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +9 Dex / +4 Mag / +6 Wil / +4 Con Changes damage: +9% fire Reduces incoming crit damage: 15.00% Mental save: +15 (+3 eff.) Confusion immunity: +25% Mindpower: +12 (+4 eff.) Light radius: +3 See invisible: +25 Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Splendourpulverizer SplendourpulverizerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Changes resistances: +16% lightning / +9% nature / +6% light Changes damage: +12% nature / +3% light Stun/Freeze immunity: +23% Light radius: +1 Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Thunderblood the copper amulet Thunderblood the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str Changes resistances: +3% acid / +3% cold Changes damage: +6% lightning Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 53 power out of 60/60) : Effective talent level: 2.6 Power cost: 53 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 44 power out of 80/80) : Effective talent level: 1.3 Power cost: 44 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's voratun amulet of soulsearing archmage's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% lightning / +15% blight / +22% fire / +8% cold / +7% acid Critical mult.: +20.00% Spellpower: +21 (+8 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
cleansing voratun amulet of vision cleansing voratun amulet of visionInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% nature / +30% blight Blindness immunity: +16% Poison immunity: +38% Disease immunity: +34% Infravision radius: +6 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
enraging stralite amulet enraging stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +9% physical Combat speed: +10% Amulets can have magical properties. |
enraging stralite amulet of vision enraging stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +8% physical Blindness immunity: +25% Infravision radius: +6 Sight radius: +2 See invisible: +12 Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Hureroddahad' gold amulet 'Hureroddahad'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+1 eff.) Damage when hit (Melee): 6 acid Changes stats: +8 Lck Changes resistances: +20% lightning / +11% fire / +9% mind / +18% cold Changes resistances penetration: +10% acid Stun/Freeze immunity: +38% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
insulating gold amulet insulating gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% fire / +11% cold Amulets can have magical properties. |
insulating gold amulet of murder insulating gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Changes resistances: +15% fire / +15% cold Critical mult.: +13.00% Amulets can have magical properties. |
mindweaver's steel amulet of the eclipse mindweaver's steel amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 9 light / 7 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 25% * 8% chance to blind Changes stats: +2 Wil Changes damage: +7% light / +6% darkness Mental save: +7 (+1 eff.) Confusion immunity: +12% Mindpower: +7 (+2 eff.) Amulets can have magical properties. |
mindweaver's stralite amulet mindweaver's stralite amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+1 eff.) Confusion immunity: +10% Mindpower: +8 (+3 eff.) Amulets can have magical properties. |
mindweaver's voratun amulet of murder 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 (+2 eff.) Armour penetration: +18 Changes stats: +1 Wil Critical mult.: +13.00% Mental save: +10 (+2 eff.) Confusion immunity: +16% Mindpower: +12 (+4 eff.) Amulets can have magical properties. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets can have magical properties. |
restful gold amulet of manastreaming restful gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +2.00 Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Amulets can have magical properties. |
savior's voratun amulet of perfection (0.33 Technique / Combat techniques,0.33 Technique / Grappling) savior's voratun amulet of perfection (0.33 Technique / Combat techniques,0.33 Technique / Grappling)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.33 Technique / Combat techniques +0.33 Technique / Grappling Physical save: +25 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +20 (+5 eff.) Amulets can have magical properties. |
serendipitous stralite amulet of vision serendipitous stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +9 (+1 eff.) Changes stats: +9 Lck Blindness immunity: +22% Infravision radius: +4 Sight radius: +2 See invisible: +5 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
stabilizing copper amulet of soulsearing stabilizing copper amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Changes damage: +6% blight / +5% fire Critical mult.: +12.00% Pinning immunity: +25% Knockback immunity: +21% Spellpower: +7 (+4 eff.) Amulets can have magical properties. |
stabilizing gold amulet of dexterity (+3) stabilizing gold amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% temporal Pinning immunity: +26% Knockback immunity: +25% Amulets can have magical properties. |
starseer's voratun amulet of murder starseer's voratun amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Changes stats: +6 Mag Changes damage: +7% light / +7% temporal / +8% darkness / +8% physical Critical mult.: +20.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
starseer's voratun amulet of willpower (+3) starseer's voratun amulet of willpower (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil / +3 Mag Changes damage: +8% darkness / +6% temporal / +6% light / +5% physical Spellpower: +5 (+3 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
steel amulet 'Ce'Nulrana' steel amulet 'Ce'Nulrana'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Changes stats: +4 Dex / +2 Mag / +4 Cun Blindness immunity: +15% Stamina each turn: +2.00 Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +25.00 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
steel amulet 'Cyromiwyn' steel amulet 'Cyromiwyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Dex Changes damage: +6% physical Physical save: +14 (+3 eff.) Spell save: +13 (+5 eff.) Mental save: +14 (+3 eff.) Maximum hate: +6.00 Mindpower: +10 (+3 eff.) Infravision radius: +3 See invisible: +15 Amulets can have magical properties. |
steel amulet 'Spidertickler' steel amulet 'Spidertickler'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +24% mind / +3% nature Changes resistances penetration: +10% light / +15% nature Changes damage: +6% light / +6% mind Confusion immunity: +32% Amulets can have magical properties. |
steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
steel amulet of mastery (0.18 Cunning / Tactical) steel amulet of mastery (0.18 Cunning / Tactical)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.18 Cunning / Tactical Amulets can have magical properties. |
stralite amulet 'Daimandil' stralite amulet 'Daimandil'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 13 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 25% * 13% chance to blind Changes stats: +4 Mag Changes resistances: +12% nature / +9% fire Changes damage: +6% light / +13% darkness Blindness immunity: +20% Mana each turn: +0.20 Maximum life: +60.00 Maximum mana: +80.00 Amulets can have magical properties. |
stralite amulet 'Nivon' stralite amulet 'Nivon'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Dex / +2 Wil Changes resistances: +21% lightning / +6% darkness / +12% blight Reduces incoming crit damage: 15.30% Spell save: +6 (+2 eff.) Blindness immunity: +20% Silence immunity: +20% Disarm immunity: +20% Life regen: +4.08 Amulets can have magical properties. |
stralite amulet of soulsearing stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +9% blight / +11% fire Critical mult.: +15.00% Spellpower: +10 (+5 eff.) Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +5 Con Life regen: +3.00 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
warrior's steel amulet of constitution (+3) warrior's steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% physical Stamina each turn: +0.40 Amulets can have magical properties. |
warrior's steel amulet of willpower (+3) warrior's steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +7% physical Stamina each turn: +0.40 Amulets can have magical properties. |
warrior's stralite amulet of cunning (+6) 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: +7% physical Stamina each turn: +0.50 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
Aerorek the Strikewilter Aerorek the StrikewilterInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +2.0% Armour: +8 Changes stats: +1 Dex / +3 Con Changes resistances penetration: +10% physical Changes damage: +6% lightning Physical save: +12 (+3 eff.) See invisible: +6 Rings can have magical properties. |
Belovena BelovenaCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +14 (+3 eff.) Changes stats: +9 Str / +10 Dex / +1 Mag / +11 Con Changes resistances: +12% temporal / +6% fire / +3% light / +3% nature Reduces incoming crit damage: 10.00% Physical save: +18 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +18 (+4 eff.) Light radius: +1 Rings can have magical properties. |
Bilebraze the voratun ring Bilebraze the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage when hit (Melee): 6 mind Changes stats: +3 Dex / +8 Wil / +10 Con Changes resistances: +12% mind Changes damage: +9% nature Reduces incoming crit damage: 15.00% Physical save: +20 (+5 eff.) Rings can have magical properties. |
Blindpierce the gold ring Blindpierce the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +6% darkness / +3% fire Changes damage: +12% nature / +18% darkness Rings can have magical properties. |
Boltslice the stralite ring Boltslice the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage when hit (Melee): 6 arcane Changes resistances: +15% mind Changes resistances penetration: +20% lightning / +25% mind Changes damage: +9% acid / +12% mind Mental save: +13 (+3 eff.) Confusion immunity: +44% Rings can have magical properties. |
Charwoe the stralite ring Charwoe the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +8 Wil / +8 Cun Changes resistances: +20% nature / +21% fire Changes resistances penetration: +20% lightning Stun/Freeze immunity: +20% Life regen: +4.00 Mindpower: +13 (+4 eff.) Infravision radius: +3 Rings can have magical properties. |
Deepsviper the stralite ring Deepsviper the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes resistances: +12% lightning / +30% cold Changes resistances penetration: +25% darkness Changes damage: +21% darkness Mental save: +10 (+2 eff.) Confusion immunity: +34% Rings can have magical properties. |
Emelyyawyn the Flashsin Emelyyawyn the FlashsinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +25% blight / +15% fire / +25% light Changes damage: +15% blight Stun/Freeze immunity: +32% Life regen: +5.00 Maximum mana: +100.00 Spellpower: +15 (+6 eff.) Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 102.20 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 28 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Gleamrune GleamruneCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +20 (+4 eff.) Defense: +20 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 25% Damage when hit (Melee): 8 fire Changes stats: +18 Cun / +9 Dex Changes resistances: +12% fire Changes damage: +6% darkness / +9% light / +6% all Spellpower: +15 (+6 eff.) Mindpower: +19 (+6 eff.) Light radius: +2 Rings can have magical properties. |
Glorissra GlorissraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Str Changes resistances penetration: +25% mind Changes damage: +21% physical Critical mult.: +20.40% Disarm immunity: +40% Pinning immunity: +48% Knockback immunity: +50% Equilibrium when hit: +0.28 Maximum life: +50.00 Maximum psi: +50.99 Mental crit. chance: +3% Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glytha GlythaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +2 Con Changes resistances: +15% mind Disarm immunity: +29% Pinning immunity: +27% Knockback immunity: +26% Maximum life: +29.00 Light radius: +1 Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Iselle IselleInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex / +4 Con Changes resistances: +12% temporal Changes damage: +3% physical Reduces incoming crit damage: 10.00% Physical save: +18 (+4 eff.) Mental save: +11 (+2 eff.) Disarm immunity: +20% Confusion immunity: +36% Rings can have magical properties. |
Jetsever the steel ring Jetsever the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 31 Damage (Melee): 17 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 31 Damage (Ranged): 17 physical Changes stats: +5 Cun / +9 Wil Changes damage: +9% darkness Reduces incoming crit damage: 15.00% Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 Maximum mana: +100.00 Maximum hate: +9.00 Infravision radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Kindlerock KindlerockPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 4 fire Changes stats: +6 Mag / +10 Wil Changes resistances penetration: +5% fire Maximum encumbrance: +22 Mental save: +10 (+2 eff.) Stamina each turn: +1.00 Only die when reaching: -60.00 life Spellpower: +9 (+4 eff.) Rings can have magical properties. |
Layawen the Glitterhack Layawen the GlitterhackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +6% light Changes resistances penetration: +15% nature / +10% light Changes damage: +15% arcane / +21% nature Stun/Freeze immunity: +29% Life regen: +4.00 Light radius: +3 Rings can have magical properties. |
Layudhelaith the voratun ring Layudhelaith the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Mag Changes resistances: +24% acid / +15% temporal / +5% arcane Changes damage: +6% acid / +15% temporal Spell save: +14 (+5 eff.) Rings can have magical properties. |
Loroyarim LoroyarimCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +15 Armour: +10 Defense: +17 (+3 eff.) Changes stats: +4 Con / +4 Wil Changes resistances penetration: +20% physical Critical mult.: +20.20% Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +10 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.2 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 152% 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. |
Polyda the Lightningquake Polyda the LightningquakePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +30% lightning Changes resistances penetration: +25% lightning Changes damage: +15% lightning / +6% arcane / +21% blight Silence immunity: +31% Mana each turn: +0.28 Rings can have magical properties. |
Prismpyre the voratun ring Prismpyre the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes resistances: +24% lightning / +19% temporal / +26% light / +40% cold Changes resistances penetration: +32% fire Changes damage: +9% lightning / +20% cold Light radius: +4 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+4 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master 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 category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Scabsmash ScabsmashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +21 Cun / +6 Wil Changes resistances: +6% cold Changes resistances penetration: +20% nature Changes damage: +9% mind Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Rings can have magical properties. |
Terim the stralite ring Terim the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +7 Mag / +14 Cun Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Spellpower: +12 (+5 eff.) Spell crit. chance: +6% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Tundrawolf TundrawolfCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +13 Dex / +4 Mag / +8 Cun Changes damage: +9% mind / +30% cold Infravision radius: +3 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 19.32 cold and 23.20 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 53 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb 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 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+5 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: 5.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 188.86 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. |
Voryyawyn the steel ring Voryyawyn the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% * 20% chance to reduce all saves and defense by 31 Changes damage: +9% mind Stun/Freeze immunity: +32% Life regen: +4.00 Psi when hit: +0.24 Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Mental crit. chance: +4% Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 4 fire Changes stats: +9 Str / +6 Con Changes resistances: +18% blight / +9% darkness Changes resistances penetration: +5% darkness Changes damage: +18% blight / +9% fire Disarm immunity: +50% Pinning immunity: +29% Knockback immunity: +44% Maximum life: +47.00 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Woezephyr WoezephyrPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 darkness Changes resistances penetration: +25% mind Changes damage: +24% mind / +27% darkness Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
conjurer's voratun ring of speed 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: +14 (+3 eff.) Defense: +14 (+2 eff.) Changes stats: +6 Mag / +8 Wil Spellpower: +15 (+6 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 35 cooldown : Effective talent level: 6.4 Power cost: 35 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 54% for 5 turns. Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Confusion immunity: +21% Rings can have magical properties. |
copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.2 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 152% 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. |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +10 Str / +10 Con Rings can have magical properties. |
gold onyx ring gold onyx ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +9 Wil / +9 Cun / +3 Con Mindpower: +8 (+3 eff.) Rings can have magical properties. |
gold ring 'Anudelin' gold ring 'Anudelin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +16% acid / +18% fire / +37% lightning / +15% cold Changes resistances penetration: +20% arcane Mental save: +6 (+1 eff.) Disease immunity: +20% Confusion immunity: +20% Mana when firing critical spell: +2.00 Spell crit. chance: +2% Healing mod.: +10% Rings can have magical properties. |
gold ring 'Islutha' gold ring 'Islutha'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +9 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +26% darkness / +6% acid Changes damage: +13% darkness / +6% mind Mental save: +6 (+1 eff.) Psi when hit: +0.12 Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +2% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.2 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 152% 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. |
gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 31 Damage (Melee): 9 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 31 Damage (Ranged): 14 physical Changes stats: +4 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
marksman's copper ring of arcana (+0.12/turn) marksman's copper ring of arcana (+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Silence immunity: +20% Mana each turn: +0.12 Rings can have magical properties. |
marksman's stralite ring of tenacity marksman's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Disarm immunity: +25% Pinning immunity: +32% Knockback immunity: +33% Maximum life: +37.00 Rings can have magical properties. |
mule's copper ring of power mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -4% Maximum encumbrance: +21 Spellpower: +6 (+3 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
painweaver's stralite ring of fire (+32%) painweaver's stralite ring of fire (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes resistances: +32% fire Changes damage: +16% fire / +6% all Spellpower: +14 (+6 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
painweaver's voratun ring of pilfering painweaver's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Physical power: +15 (+3 eff.) Defense: +15 (+3 eff.) Changes damage: +7% all Spellpower: +9 (+4 eff.) Mindpower: +12 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.2 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 152% 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. |
pixie's gold ring pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Spellpower: +10 (+5 eff.) Rings can have magical properties. |
pixie's stralite ring of fire (+30%) pixie's stralite ring of fire (+30%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Cun / +6 Mag Changes resistances: +30% fire Changes damage: +15% fire Spellpower: +9 (+4 eff.) Rings can have magical properties. |
pixie's voratun ring pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Mag Spellpower: +13 (+6 eff.) Rings can have magical properties. |
pixie's voratun ring pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +8 Mag Spellpower: +8 (+4 eff.) Rings can have magical properties. |
pixie's voratun ring of tenacity pixie's voratun ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +8 Mag Disarm immunity: +44% Pinning immunity: +30% Knockback immunity: +42% Maximum life: +49.00 Spellpower: +11 (+5 eff.) Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+0 eff.) Changes stats: +2 Cun Rings can have magical properties. |
rogue's voratun ring of pilfering rogue's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +13 Defense: +35 (+7 eff.) Changes stats: +10 Cun It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.2 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 152% 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. |
savage's voratun ring of pilfering savage's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +16 Defense: +17 (+3 eff.) Changes stats: +4 Con Spell save: +13 (+5 eff.) Maximum stamina: +31.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.2 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 152% 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. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Rings can have magical properties. |
savior's stralite ring of life savior's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +11 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+2 eff.) Life regen: +13.00 Maximum life: +48.00 Healing mod.: +10% Rings can have magical properties. |
savior's voratun ring of life savior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +14 (+3 eff.) Spell save: +18 (+6 eff.) Mental save: +12 (+3 eff.) Life regen: +16.00 Maximum life: +94.00 Healing mod.: +16% Rings can have magical properties. |
sneakthief's voratun ring of arcana (+0.32/turn) sneakthief's voratun ring of arcana (+0.32/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +7 Cun / +5 Dex Silence immunity: +39% Mana each turn: +0.32 Rings can have magical properties. |
sneakthief's voratun ring of lightning (+40%) sneakthief's voratun ring of lightning (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +40% lightning Changes damage: +20% lightning Rings can have magical properties. |
solipsist's gold ring of pilfering solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +10 (+2 eff.) Changes stats: +6 Cun / +6 Wil Mindpower: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.2 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 152% 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. |
solipsist's voratun ring of pilfering solipsist's voratun ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +14 Defense: +12 (+2 eff.) Changes stats: +5 Cun / +6 Wil Mindpower: +14 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.2 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 152% 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. |
solipsist's voratun ring of speed solipsist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +9 (+1 eff.) Changes stats: +6 Cun / +5 Wil Mindpower: +12 (+4 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 35 cooldown : Effective talent level: 3.2 Power cost: 35 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 32% for 5 turns. Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Bethonor' steel ring 'Bethonor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +2 Dex / +3 Wil Changes resistances penetration: +20% arcane Changes damage: +3% arcane Spell save: +12 (+4 eff.) Stun/Freeze immunity: +28% Life regen: +3.00 Mana each turn: +0.08 Infravision radius: +3 Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +8 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.2 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 152% 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. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +13.00 Maximum life: +81.00 Healing mod.: +15% Rings can have magical properties. |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +17.00 Maximum life: +61.00 Healing mod.: +14% Rings can have magical properties. |
titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
titan's gold ring of perseverance titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Con Physical save: +14 (+3 eff.) Stun/Freeze immunity: +26% Life regen: +3.00 Rings can have magical properties. |
treant's gold ring treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% nature / +10% blight Poison immunity: +18% Disease immunity: +21% Rings can have magical properties. |
treant's gold ring of fire (+7%) treant's gold ring of fire (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% blight / +32% fire / +8% nature Changes damage: +16% fire Poison immunity: +16% Disease immunity: +22% Rings can have magical properties. |
treant's voratun ring of nature (+41%) treant's voratun ring of nature (+41%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +41% nature / +9% blight Changes damage: +15% nature Poison immunity: +20% Disease immunity: +23% Rings can have magical properties. |
treant's voratun ring of perseverance treant's voratun ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +7% nature / +11% blight Poison immunity: +24% Disease immunity: +22% Stun/Freeze immunity: +47% Life regen: +6.00 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Murkknight' voratun ring 'Murkknight'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +39 (+7 eff.) Defense: +25 (+5 eff.) Changes stats: +8 Str Changes resistances: +15% mind / +15% cold / +40% nature / +7% arcane Changes resistances penetration: +33% nature Changes damage: +20% nature Spell save: +24 (+8 eff.) Rings can have magical properties. |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +14.00 Maximum life: +49.00 Healing mod.: +15% Rings can have magical properties. |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +12.00 Maximum life: +69.00 Healing mod.: +14% Rings can have magical properties. |
voratun ring of luminosity voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 26 light Damage (Ranged): 30 light Changes stats: +2 Mag Changes damage: +15% light Rings can have magical properties. |
voratun ring of speed voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +11 (+2 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 35 cooldown : Effective talent level: 6.4 Power cost: 35 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 54% for 5 turns. Rings can have magical properties. |
warrior's steel ring of fire (+24%) warrior's steel ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings can have magical properties. |
wizard's voratun ring wizard's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Spell save: +20 (+7 eff.) Rings can have magical properties. |
Taintrazor (3 def, 0 armour) Taintrazor (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 26% chance to reduce armor by 30% Changes stats: +14 Str / +12 Con Changes resistances: +9% acid Changes resistances penetration: +30% mind / +30% acid Changes damage: +18% nature Physical save: +15 (+3 eff.) Maximum life: +102.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour) =might be useful= Threads of Fate (10 def, 0 armour) =might be useful=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+4 eff.) It can be used to activate talent See the Threads (costing 44 power out of 50/50) : Effective talent level: 1.3 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
elven-silk cloak 'Elenythel' (14 def, 6 armour) elven-silk cloak 'Elenythel' (14 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Armour: +6 Defense: +14 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +21% acid / +3% temporal / +5% arcane Critical mult.: +26.00% Stealth bonus: +13 Physical save: +26 (+6 eff.) Spell save: +19 (+7 eff.) Mental save: +30 (+7 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - 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.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +15% 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: 100% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. 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 216.36 arcane damage and stunned) Activation costs 87 power out of 150/150. 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. |
Brightbraid the iron helm (0 def, 3 armour) =water= Brightbraid the iron helm (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 mind / 4 fire Changes stats: +3 Wil Changes resistances: +3% fire / +5% cold Allows you to breathe in: water Mindpower: +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) =garkul= Steel Helm of Garkul (0 def, 6 armour) =garkul=Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
2255 alchemist agate 2255 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" =done= Forbidden Tome: "A View From The Gallery" =done=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" =done= Forbidden Tome: "The Day It Came" =done=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
8 emerald 8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 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. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 87 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Dúathedlen Heart Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+5 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 70 power out of 150/150) : Effective talent level: 5.2 Power cost: 70 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 27.71 cold damage and 33.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.6 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 128.69 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 128.69 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Umbraphage 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 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 348.19 darkness damage (based on Mindpower and charge) Activation costs 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. |
Wintertide Phial =I want more mental save= Wintertide Phial =I want more mental save=Powered 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 Activation costs 35 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 14 power out of 25/25) : Effective talent level: 6.5 Power cost: 14 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 87 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
77 alchemist bloodstone 77 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
24 bloodstone 24 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. |
21 fire opal 21 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. |
7 garnet 7 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. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/2) Rod of Recall (1/2)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 Activation costs 176 power out of 343/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 505.59 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
dwarven-steel torque of clear mind [power 2] (22 cooldown) dwarven-steel torque of clear mind [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Squalorwrack' [power 275] (14 cooldown) dwarven-steel torque of gale force 'Squalorwrack' [power 275] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 8 nature Changes stats: +3 Cun / +5 Str Changes resistances penetration: +20% nature / +20% acid See invisible: +15 It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 444 physical damage Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 59% 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 (+7 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 10 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.) Activation costs 44 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con 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 Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of healing 'Thunderwinter' [power 536] (14 cooldown) dragonbone totem of healing 'Thunderwinter' [power 536] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +9% temporal Changes resistances penetration: +5% lightning Changes damage: +6% lightning Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 536 Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Reduce fatigue by 55% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 123 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 31 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+5 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 178.60 temporal and 190.57 darkness damage (based on Magic) Activation costs 18 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
25 diamond 25 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. |
25 moonstone 25 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 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. |
9 quartz 9 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. |
9 amber 9 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. |
10 ametrine 10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Namusan☆ the Higher Brawler level 29
13rd Pyre 123rd year of Ascendancy at 05:56 see stats
By Namusan☆ the Higher Brawler level 40
55th Dusk 123rd year of Ascendancy at 02:54 see stats
By Namusan☆ the Higher Brawler level 50
26th Pyre 124th year of Ascendancy at 18:14 see stats
By Namusan☆ the Higher Brawler level 38
32nd Dusk 123rd year of Ascendancy at 19:38 see stats
By Namusan☆ the Higher Brawler level 50
35th Pyre 124th year of Ascendancy at 01:41 see stats
By Namusan☆ the Higher Brawler level 43
18th Haze 123rd year of Ascendancy at 14:50 see stats
By Namusan☆ the Higher Brawler level 50
19th Haze 124th year of Ascendancy at 12:28 see stats
By Namusan☆ the Higher Brawler level 49
37th Regrowth 124th year of Ascendancy at 17:51 see stats
By Namusan☆ the Higher Brawler level 50
10th Pyre 124th year of Ascendancy at 22:25 see stats
By Namusan☆ the Higher Brawler level 43
10th Haze 123rd year of Ascendancy at 20:33 see stats
By Namusan☆ the Higher Brawler level 50
78th Dusk 124th year of Ascendancy at 03:52 see stats
By Namusan☆ the Higher Brawler level 33
35th Pyre 123rd year of Ascendancy at 12:54 see stats
By Namusan☆ the Higher Brawler level 50
52nd Regrowth 124th year of Ascendancy at 14:00 see stats
By Namusan☆ the Higher Brawler level 50
47th Pyre 124th year of Ascendancy at 03:58 see stats
By Namusan☆ the Higher Brawler level 37
71st Pyre 123rd year of Ascendancy at 00:15 see stats
By Namusan☆ the Higher Brawler level 50
51st Pyre 124th year of Ascendancy at 05:30 see stats
By Namusan☆ the Higher Brawler level 42
7th Haze 123rd year of Ascendancy at 01:44 see stats
By Namusan☆ the Higher Brawler level 37
65th Pyre 123rd year of Ascendancy at 22:39 see stats
By Namusan☆ the Higher Brawler level 34
47th Pyre 123rd year of Ascendancy at 15:55 see stats
By Namusan☆ the Higher Brawler level 34
47th Pyre 123rd year of Ascendancy at 09:22 see stats
By Namusan☆ the Higher Brawler level 50
2nd Haze 124th year of Ascendancy at 17:00 see stats
By Namusan☆ the Higher Brawler level 24
61st Regrowth 123rd year of Ascendancy at 00:13 see stats
By Namusan☆ the Higher Brawler level 34
47th Pyre 123rd year of Ascendancy at 21:39 see stats
By Namusan☆ the Higher Brawler level 37
71st Pyre 123rd year of Ascendancy at 00:15 see stats
By Namusan☆ the Higher Brawler level 47
1st Wintertide 124th year of Ascendancy at 18:51 see stats
By Namusan☆ the Higher Brawler level 50
72nd Dusk 124th year of Ascendancy at 22:16 see stats
By Namusan☆ the Higher Brawler level 50
51st Pyre 124th year of Ascendancy at 14:01 see stats
By Namusan☆ the Higher Brawler level 40
40th Dusk 123rd year of Ascendancy at 17:57 see stats
By Namusan☆ the Higher Brawler level 32
31st Pyre 123rd year of Ascendancy at 05:49 see stats
By Namusan☆ the Higher Brawler level 50
22nd Pyre 124th year of Ascendancy at 03:57 see stats
By Namusan☆ the Higher Brawler level 15
29th Dusk 122nd year of Ascendancy at 02:57 see stats
By Namusan☆ the Higher Brawler level 34
45th Pyre 123rd year of Ascendancy at 20:35 see stats
By Namusan☆ the Higher Brawler level 10
17th Dusk 122nd year of Ascendancy at 05:20 see stats
By Namusan☆ the Higher Brawler level 20
43rd Dusk 122nd year of Ascendancy at 11:11 see stats
By Namusan☆ the Higher Brawler level 30
16th Pyre 123rd year of Ascendancy at 08:17 see stats
By Namusan☆ the Higher Brawler level 40
40th Dusk 123rd year of Ascendancy at 17:41 see stats
By Namusan☆ the Higher Brawler level 50
51st Regrowth 124th year of Ascendancy at 12:30 see stats
By Namusan☆ the Higher Brawler level 50
28th Pyre 124th year of Ascendancy at 05:04 see stats
By Namusan☆ the Higher Brawler level 50
55th Dusk 124th year of Ascendancy at 15:51 see stats
By Namusan☆ the Higher Brawler level 50
59th Dusk 124th year of Ascendancy at 19:46 see stats
By Namusan☆ the Higher Brawler level 19
41st Dusk 122nd year of Ascendancy at 09:15 see stats
By Namusan☆ the Higher Brawler level 50
2nd Haze 124th year of Ascendancy at 16:59 see stats
By Namusan☆ the Higher Brawler level 50
60th Dusk 124th year of Ascendancy at 05:15 see stats
By Namusan☆ the Higher Brawler level 47
1st Wintertide 124th year of Ascendancy at 04:11 see stats
By Namusan☆ the Higher Brawler level 34
54th Pyre 123rd year of Ascendancy at 14:33 see stats
By Namusan☆ the Higher Brawler level 21
69th Dusk 122nd year of Ascendancy at 17:11 see stats
By Namusan☆ the Higher Brawler level 42
7th Haze 123rd year of Ascendancy at 06:48 see stats
By Namusan☆ the Higher Brawler level 50
28th Pyre 124th year of Ascendancy at 05:04 see stats
By Namusan☆ the Higher Brawler level 37
73rd Pyre 123rd year of Ascendancy at 18:50 see stats
By Namusan☆ the Higher Brawler level 7
77th Pyre 122nd year of Ascendancy at 16:21 see stats
By Namusan☆ the Higher Brawler level 50
28th Pyre 124th year of Ascendancy at 05:04 see stats
By Namusan☆ the Higher Brawler level 47
1st Wintertide 124th year of Ascendancy at 04:11 see stats
By Namusan☆ the Higher Brawler level 36
62nd Pyre 123rd year of Ascendancy at 16:51 see stats
By Namusan☆ the Higher Brawler level 37
3rd Summertide 123rd year of Ascendancy at 05:09 see stats
By Namusan☆ the Higher Brawler level 50
2nd Haze 124th year of Ascendancy at 17:00 see stats
By Namusan☆ the Higher Brawler level 49
37th Regrowth 124th year of Ascendancy at 02:51 see stats
By Namusan☆ the Higher Brawler level 15
31st Dusk 122nd year of Ascendancy at 03:42 see stats
By Namusan☆ the Higher Brawler level 34
55th Pyre 123rd year of Ascendancy at 15:16 see stats
By Namusan☆ the Higher Brawler level 44
47th Haze 123rd year of Ascendancy at 00:58 see stats
By Namusan☆ the Higher Brawler level 37
2nd Summertide 123rd year of Ascendancy at 04:35 see stats
By Namusan☆ the Higher Brawler level 28
9th Pyre 123rd year of Ascendancy at 09:07 see stats
By Namusan☆ the Higher Brawler level 17
37th Dusk 122nd year of Ascendancy at 12:42 see stats
By Namusan☆ the Higher Brawler level 38
32nd Dusk 123rd year of Ascendancy at 05:17 see stats
By Namusan☆ the Higher Brawler level 50
9th Pyre 124th year of Ascendancy at 07:00 see stats
Log
Training Dummy is mortally wounded!
Namusan☆ hits Training Dummy for 1392 physical, 1440 physical, 0 arcane, 0 arcane (2832 total damage).
Bleeding from Namusan☆ hits Training Dummy for 1224 physical damage.
Touch of Death from Namusan☆ hits Training Dummy for 6624 physical damage.
The One That Hunts's morale has been lowered.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Namusan☆ unleashes a flurry of disrupting kicks.
Namusan☆ performs a melee critical strike against Training Dummy!
Namusan☆ performs a melee critical strike against Training Dummy!
Namusan☆ performs a melee critical strike against Training Dummy!
Namusan☆ uses Cripple.
Namusan☆ performs a melee critical strike against Training Dummy!
Namusan☆ performs a melee critical strike against Training Dummy!
Namusan☆ performs a melee critical strike against Training Dummy!
Namusan☆ performs a melee critical strike against Training Dummy!
Namusan☆ hits Training Dummy for 1053 physical, 0 arcane, 1151 physical, 0 arcane, 1048 physical, 0 arcane, 3528 physical, 0 arcane, 1278 physical, 1643 physical, 0 arcane, 0 arcane, 1357 physical, 0 arcane (11059 total damage).
The One That Hunts's morale has been lowered.
Namusan☆ deactivates Skate.
Namusan☆ slows down.
Namusan☆ slows down.
Namusan☆ deactivates Trained Reactions.
Namusan☆ aims less carefully.
Namusan☆ deactivates Exploit Weakness.
Namusan☆'s aura of power vanishes.
Namusan☆ deactivates Daunting Presence.
Namusan☆ is no longer evading attacks.
Namusan☆ deactivates Striking Stance.
Namusan☆ isn't moving as defensively anymore.