Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 50 / 328% |
Size | medium |
Lifes / Deaths | Killed by Mayoreba the elven blood mage at level 28 on the 20th Haze 122nd year of Ascendancy at 06:32 0 / 9Killed by Nerewyn the skeleton master archer at level 32 on the 8th Allure 123rd year of Ascendancy at 16:25 Killed by Silaldama the orc master wyrmic at level 34 on the 46th Regrowth 123rd year of Ascendancy at 19:17 Killed by Sileba the grave wight at level 35 on the 50th Regrowth 123rd year of Ascendancy at 11:28 Killed by Eilinominne the ghoulking at level 36 on the 51st Regrowth 123rd year of Ascendancy at 05:11 Killed by Areyathra the giant spider at level 41 on the 22nd Pyre 123rd year of Ascendancy at 19:18 Killed by Gewe the maulotaur at level 43 on the 40th Pyre 123rd year of Ascendancy at 01:09 Killed by overpowered greater multi-hued wyrm at level 43 on the 40th Pyre 123rd year of Ascendancy at 12:40 Killed by Greater Mummy Lord at level 50 on the 10th Haze 123rd year of Ascendancy at 08:20 |
Primary Stats
Strength | 62 (base 16) |
Dexterity | 95 (base 30) |
Constitution | 75 (base 66) |
Magic | 114 (base 61) |
Willpower | 37 (base 16) |
Cunning | 114 (base 60) |
Resources
Life | 1560/1560 |
Mana | 374/374 |
Stamina | 244/244 |
Healing Factor | 1.5095578233779 |
Regeneration | 12.453852042868 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +40.85179503776% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 50.654562733366 |
See Invisible | 50.654562733366 |
Offense: Mainhand
Damage | 77 |
Accuracy | 79 |
Crit Chance | 82% |
APR | 4 |
Speed | 1.11 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 95% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +95% |
Light | +22% |
Cold | +85% |
Darkness | +11% |
Arcane | +57% |
Fire | +75% |
All | +2% |
Offense: Damage Penetration
Lightning | +50% |
Fire | +50% |
Arcane | +50% |
Cold | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 27.486521267467 (67.566993956804%) |
Defense | 94 |
Ranged Defense | 100 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 45 |
Mental Save | 46 |
Defense: Resistances
Acid | + 42%( 70%) |
Light | + 40%( 70%) |
Darkness | + 19%( 70%) |
Mind | + 27%( 70%) |
Lightning | + 37%( 70%) |
Fire | + 30%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 96% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Disarm Resistance | 20% |
Pinning Resistance | 93% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 954 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 211 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1786% for 10 turns (159 total) and instantly restoring 89 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 191 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Aegis | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Precise Strikes |
talent | Feather Wind |
talent | Shock Hands |
talent | Stone Skin |
talent | Shielding |
talent | Fiery Hands |
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. | failed |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Mayidheth the giant red ant. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by armoured skeleton warrior. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Yvynor the orc warrior. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Belemina the brown bear. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glerin the ghoul. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Urrheas the quasit. Escort: repented thief (level 3 of Dreadfell) | failed |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2319. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 your homeland 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 42 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Beledalravea the brass lantern Beledalravea the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +9% lightning Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Silence immunity: +10% Stun/Freeze immunity: +20% Light radius: +3 Healing mod.: +11% 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. |
On head | Hellsun (3 def, 0 armour) Hellsun (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +30% light / +18% fire Changes damage: +20% light Critical mult.: +30.00% Mental save: +18 (+6 eff.) Vim when firing critical spell: +2.00 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
Tool | dwarven-steel torque of mindblast 'Sleetking' [power 255] (13 cooldown) dwarven-steel torque of mindblast 'Sleetking' [power 255] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +4 Dex Changes resistances: +15% acid Spell save: +12 (+4 eff.) Poison immunity: +20% Life regen: +4.00 It can be used to blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | stralite ring 'Morablek' stralite ring 'Morablek'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +9 Cun / +8 Dex Changes resistances: +15% mind / +18% acid Silence immunity: +20% Disarm immunity: +20% Life regen: +4.00 Maximum hate: +10.00 Mental crit. chance: +3% Rings make your fingers look great! |
Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 548, based on Magic) for 10 turns Activation costs 17 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | Lost Staff of Archmage Tarelion (136% power, 4 apr, fire element) Lost Staff of Archmage Tarelion (136% power, 4 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
On hands | Frostpierce the dwarven-steel gauntlets (0 def, 2 armour) Frostpierce the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Damage when hit (Melee): 6 cold Changes resistances: +6% darkness Changes damage: +9% darkness / +18% cold Critical mult.: +25.00% Spell crit. chance: +10% Mental crit. chance: +11% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Xanymina (42 def, 7 armour) Xanymina (42 def, 7 armour)Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +42 (+8 eff.) Armour: +7 Defense: +42 (+8 eff.) Fatigue: +8% Changes stats: +8 Str / +11 Mag / +9 Wil / +4 Con Changes resistances: +18% lightning Critical mult.: +10.00% Stamina each turn: +3.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +11% Mindpower: +22 (+7 eff.) Mental crit. chance: +9% A suit of armour made of leather. |
Cloak | Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 42 power out of 50/50) : Effective talent level: 2.0 Power cost: 42 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +8 Dex / +5 Mag / +8 Cun / +5 Con Changes damage: +30% lightning / +10% fire / +10% cold Damage affinity(heal): +20% lightning Talent mastery: +0.20 Golem / Arcane Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Movement speed: +15% Chance to avoid any damage: +8% Talent on hit(spell): Eye Beam (10% chance level 2). Amulets make your neck look great! |
Inventory
Rune of the Rift (298.00 temporal damage, removed from time 4 turns) Rune of the Rift (298.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 303.96 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 duelist (range 8; phase 23; cd 10) blink rune of the duelist (range 8; phase 23; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
blink rune of the sneak (range 10; phase 39; cd 12) blink rune of the sneak (range 10; phase 39; cd 12)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: 10 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 9; phase 29; cd 11) blink rune of the wizard (range 9; phase 29; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 29%, your defense is increased by 29 and all your resistances by 29%. 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. |
manasurge rune of the titan (regen 1804% over 10 turns; mana 90; cd 16) manasurge rune of the titan (regen 1804% over 10 turns; mana 90; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1804% for 10 turns (161 total) and instantly restoring 90 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 174; cd 13) shatter afflictions rune of the psychic (absorb 174; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 174 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 222; cd 13) shatter afflictions rune of the sneak (absorb 222; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 222 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 558; dur 5; cd 18) shielding rune of the sneak (absorb 558; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 558 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 471; dur 6; cd 17) shielding rune of the warrior (absorb 471; dur 6; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 471 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 896; dur 5; cd 15) shielding rune of the wizard (absorb 896; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 896 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 0; blocks 7; dur 4; cd 15) stormshield rune of the sneak (threshold 0; blocks 7; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 7 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 162; cd 12) teleportation rune of the sneak (range 162; 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 162 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand 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! |
Adelrakira the Glimmerpassion Adelrakira the GlimmerpassionPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 13 light / 13 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 25% * 13% chance to blind Changes resistances: +20% light Changes damage: +13% light / +13% darkness Mana when firing critical spell: +2.00 Maximum mana: +100.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +8% Amulets make your neck look great! |
Emata the Lustreviper Emata the LustreviperInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: -7% Changes resistances: +9% temporal / +10% physical Changes resistances cap: +2% all Physical save: +13 (+4 eff.) Life regen: +3.00 Stamina each turn: +0.50 Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
Grinabers GrinabersInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +19 Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 35 Changes stats: +2 Mag / +7 Wil / +2 Cun / +9 Con Changes resistances: +6% temporal Changes damage: +3% temporal Critical mult.: +19.00% Physical save: +20 (+7 eff.) Life regen: +11.00 Maximum life: +69.00 Amulets make your neck look great! |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 25 power out of 60/60) : Effective talent level: 3.0 Power cost: 25 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 28 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Silurin the stralite amulet Silurin the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +16 Changes stats: +9 Str / +3 Wil Changes damage: +18% mind Reduces incoming crit damage: 15.00% Maximum mana: +80.00 Spell crit. chance: +4% Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 30 power out of 36/36) : Effective talent level: 4.0 Power cost: 30 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (184). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
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 50 power out of 60/60) : Effective talent level: 2.0 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
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 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
archmage's stralite amulet of the eclipse archmage's stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 12 light / 13 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 25% * 13% chance to blind Changes stats: +4 Mag Changes damage: +6% acid / +13% light / +11% darkness / +7% fire / +4% lightning / +6% cold Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
enraging voratun amulet enraging voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +8% physical Combat speed: +10% Amulets make your neck look great! |
grounding stralite amulet of constitution (+6) grounding stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +18% lightning Stun/Freeze immunity: +33% Amulets make your neck look great! |
protective gold amulet protective gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Changes resistances cap: +4% all Physical save: +16 (+5 eff.) Amulets make your neck look great! |
starlit stralite amulet of constitution (+7) starlit stralite amulet of constitution (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Con Changes resistances: +15% light / +18% darkness Blindness immunity: +31% Amulets make your neck look great! |
steel amulet 'Ulfydunahir' steel amulet 'Ulfydunahir'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 25% * 9% chance to blind Changes stats: +5 Mag / +2 Wil / +4 Cun / +2 Con Changes damage: +5% temporal / +12% physical / +12% darkness / +14% light Reduces incoming crit damage: 15.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Combat speed: +10% Amulets make your neck look great! |
stralite amulet 'Sleetpunish' stralite amulet 'Sleetpunish'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +9% cold Changes damage: +9% arcane / +21% blight Critical mult.: +20.00% Physical save: +18 (+6 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +22% Only die when reaching: -80.00 life Mindpower: +12 (+4 eff.) Amulets make your neck look great! |
stralite amulet 'Yarelen' stralite amulet 'Yarelen'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +12 Wil Changes resistances: +6% arcane / +17% temporal Mental save: +12 (+4 eff.) Confusion immunity: +21% Mana when firing critical spell: +2.32 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +7% Mindpower: +13 (+4 eff.) Amulets make your neck look great! |
voratun amulet 'Blastspiker' voratun amulet 'Blastspiker'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +4 Dex / +12 Wil / +16 Lck Changes resistances: +12% lightning Changes resistances penetration: +10% acid Mental save: +9 (+3 eff.) Confusion immunity: +20% Mindpower: +14 (+4 eff.) See invisible: +12 Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
voratun amulet 'Loratar' voratun amulet 'Loratar'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+3 eff.) Changes stats: +4 Con Changes resistances: +19% temporal Changes damage: +3% physical Talent mastery: +0.38 Technique / Superiority Pinning immunity: +30% Knockback immunity: +38% Stamina each turn: +3.00 Amulets make your neck look great! |
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. |
Blizzardbender BlizzardbenderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 8 blight Changes resistances: +6% blight / +12% cold Changes resistances penetration: +25% arcane Changes damage: +21% blight / +15% cold Disarm immunity: +42% Pinning immunity: +39% Knockback immunity: +35% Maximum life: +36.00 Rings make your fingers look great! |
Elenaroddagas ElenaroddagasCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes stats: +6 Str / +3 Dex Changes resistances: +5% physical Critical mult.: +20.00% Disarm immunity: +41% Pinning immunity: +44% Knockback immunity: +33% Stamina each turn: +3.00 Maximum life: +44.00 Rings make your fingers look great! |
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 (+4 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. |
Nerotha the stralite ring Nerotha the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Defense: +30 (+6 eff.) Fatigue: -9% Changes stats: +3 Mag Changes resistances: +12% cold Critical mult.: +15.00% Maximum encumbrance: +34 Only die when reaching: -80.00 life Rings make your fingers look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 42 power out of 50/50) : Effective talent level: 2.0 Power cost: 42 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon 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 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Snowbreaker SnowbreakerInfused 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): 16 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 31 Damage (Ranged): 15 physical Damage when hit (Melee): 10 mind Changes stats: +5 Cun Changes damage: +21% cold Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +19.00 Maximum psi: +30.00 Mindpower: +10 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered 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 Arcane Might You have set the ring to grant you Arcane Might! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Xabeth the Mucktrail Xabeth the MucktrailPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% * 18% chance to reduce all saves and defense by 31 Damage (Melee): 22 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 31 Damage (Ranged): 5 physical Damage when hit (Melee): 2 nature Changes stats: +13 Mag / +14 Wil / +4 Cun Changes resistances: +6% light / +6% nature Changes damage: +9% light Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +20 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
painweaver's gold ring painweaver's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes damage: +6% all Spellpower: +5 (+1 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
painweaver's voratun ring of warding painweaver's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes resistances: +22% acid / +17% fire / +23% lightning / +18% cold Changes damage: +6% all Spellpower: +20 (+4 eff.) Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
psionicist's steel ring of arcana (+0.15/turn) psionicist's steel ring of arcana (+0.15/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+2 eff.) Silence immunity: +28% Mana each turn: +0.15 Rings make your fingers look great! |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Wil Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
stralite ring 'Betyyarin' stralite ring 'Betyyarin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances: +12% acid / +18% cold / +9% light Spell save: +6 (+2 eff.) Mental save: +12 (+4 eff.) Life regen: +4.00 Spellpower: +35 (+7 eff.) Rings make your fingers look great! |
stralite ring 'Heatusher' stralite ring 'Heatusher'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Changes stats: +8 Cun / +7 Wil Changes damage: +30% fire Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Confusion immunity: +21% Maximum life: +104.88 Mindpower: +12 (+4 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings make your fingers look great! |
quick stralite battleaxe of projection (153% power, 3 apr) quick stralite battleaxe of projection (153% power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +27 (+5 eff.) Changes stats: +7 Dex Combat speed: +10% Massive two-handed battleaxes. |
stormbringer's stralite dagger of torment (132% power, 9 apr) stormbringer's stralite dagger of torment (132% power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 133% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +20 lightning / +13 cold When wielded/worn: Changes resistances penetration: +12% lightning / +11% cold Movement speed: +23% Sharp, short and deadly. |
voratun dagger 'Burnmire' (164% power, 9 apr) voratun dagger 'Burnmire' (164% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 165% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +32% Damage (radius 1) on hit: +12 physical / +21 fire When wielded/worn: Physical crit. chance: +4.0% Changes stats: +2 Dex Changes resistances penetration: +26% blight Changes damage: +12% fire Only die when reaching: -84.29 life Infravision radius: +3 Sharp, short and deadly. |
dwarven-steel greatsword 'Flashjam' (140% power, 2 apr) dwarven-steel greatsword 'Flashjam' (140% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 140% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +14 fire When wielded/worn: Damage when hit (Melee): 4 lightning Critical mult.: +10.00% Maximum mana: +80.00 Massive two-handed swords. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 25 power out of 30/30) : Effective talent level: 4.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
noble's drakeskin leather belt of recklessness noble's drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Changes stats: +6 Cun / +6 Wil Damage against: +39% Summoned Reduced damage from: +36% Summoned Critical mult.: +9.00% A belt that goes around your waist. |
rough leather belt 'Vileenvy' rough leather belt 'Vileenvy'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +9% nature Changes resistances penetration: +6% physical Changes damage: +6% physical Mental save: +9 (+3 eff.) Knockback immunity: +20% Only die when reaching: -80.00 life Healing mod.: +5% A belt that goes around your waist. |
Cindervault the cashmere cloak (12 def, 10 armour) Cindervault the cashmere cloak (12 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +12 (+2 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +9% temporal / +5% arcane / +6% darkness Changes resistances penetration: +5% fire Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Droderan the Sunjam (2 def, 10 armour) Droderan the Sunjam (2 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Changes resistances: +33% cold / +12% light / +15% fire Mental save: +15 (+5 eff.) Silence immunity: +20% Mindpower: +10 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mucusspike the cashmere cloak (2 def, 0 armour) Mucusspike the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 blight Changes stats: +2 Wil Changes resistances penetration: +11% arcane Changes damage: +15% blight / +26% arcane / +6% nature Critical mult.: +22.00% Maximum mana: +48.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 50 power out of 60/60) : Effective talent level: 1.3 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 149.72 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
linen cloak 'Shiverdare' (1 def, 8 armour) linen cloak 'Shiverdare' (1 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 cold Changes stats: +2 Cun / +2 Dex Changes resistances: +9% cold Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinytta the Shaderaze (0 def, 4 armour) Eilinytta the Shaderaze (0 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes resistances: +17% blight / +3% light / +9% all Changes resistances penetration: +20% fire Changes damage: +17% blight Spell save: +3 (+1 eff.) Teleport immunity: +20% Only die when reaching: -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Starstoker the silk robe (25 def, 6 armour) Starstoker the silk robe (25 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +6 Defense: +25 (+5 eff.) Changes resistances: +26% blight / +4% physical / +18% light / +13% all Changes damage: +26% blight Spell save: +15 (+5 eff.) Blindness immunity: +20% Only die when reaching: -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
elven-silk robe 'Falydetir' (0 def, 0 armour) elven-silk robe 'Falydetir' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +5 Wil / +5 Cun Changes resistances: +26% acid / +20% physical / +19% cold / +20% fire / +15% all Changes resistances penetration: +10% acid Changes damage: +33% acid / +18% physical / +25% light / +24% darkness / +22% fire / +20% cold / +49% arcane / +21% temporal Talent cooldown: Refit Golem (-5 turns) Maximum mana: +80.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of Angolwen (0 def, 0 armour) spellwoven silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +13% all Spell save: +18 (+6 eff.) Silence immunity: +35% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+3 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branoregosus (0 def, 1 armour) Branoregosus (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Dex / +8 Wil / +3 Cun / +3 Con Changes damage: +6% mind Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Psi when hit: +0.08 Only die when reaching: -20.00 life A pair of boots made of leather. |
fleetfooted pair of dwarven-steel boots of rushing (10 def, 4 armour) fleetfooted pair of dwarven-steel boots of rushing (10 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Dex / +3 Con It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Layulle' (10 def, 5 armour) pair of drakeskin leather boots 'Layulle' (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +5 Defense: +10 (+2 eff.) Changes stats: +3 Dex / +4 Mag / +3 Cun Changes resistances: +3% physical / +8% cold / +10% fire Changes damage: +3% physical Lowers spell cool-downs by: 10% It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. 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 168% 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. A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil Silence immunity: +32% Confusion immunity: +26% Stun/Freeze immunity: +32% It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's voratun gauntlets of archery (0 def, 20 armour) stone warden's voratun gauntlets of archery (0 def, 20 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Armour: +20 Armour Hardiness: +13% Fatigue: +5% Changes stats: +5 Dex / +6 Cun / +10 Con Changes resistances: +9% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Blindenvy' (25 def, 13 armour) voratun gauntlets 'Blindenvy' (25 def, 13 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +20 (+4 eff.) Armour: +13 Defense: +25 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 8 cold Changes stats: +3 Str / +2 Dex Changes resistances: +12% light Mental save: +14 (+4 eff.) Only die when reaching: -83.52 life Maximum life: +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Arydhebeth the Heatkin (0 def, 12 armour) Arydhebeth the Heatkin (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +4% Damage when hit (Melee): 6 fire Changes resistances: +9% lightning / +6% physical / +10% darkness / +11% blight / +9% mind Spell save: +11 (+3 eff.) Mental save: +10 (+3 eff.) Knockback immunity: +20% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 25 cooldown : Effective talent level: 4.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 32 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 29 power out of 35/35) : Effective talent level: 2.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of Knowledge (0 def, 12 armour) Helm of Knowledge (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 17 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Rhugahad (17 def, 16 armour) Rhugahad (17 def, 16 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +3.0% Physical power: +30 (+6 eff.) Armour: +16 Defense: +17 (+3 eff.) Changes resistances: +24% acid Changes damage: +16% acid A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)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% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tarrogen the drakeskin leather cap (0 def, 5 armour) Tarrogen the drakeskin leather cap (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Mag / +7 Wil / +1 Cun / +4 Con Changes resistances: +15% cold / +15% fire / +3% physical Changes resistances penetration: +5% physical Changes damage: +17% blight / +14% arcane Mental save: +3 (+1 eff.) Only die when reaching: -80.00 life Spell crit. chance: +3% Mindpower: +25 (+8 eff.) A cap made of leather. |
linen wizard hat 'Chargeonslaught' (1 def, 2 armour) linen wizard hat 'Chargeonslaught' (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Defense: +1 (+0 eff.) Changes resistances: +3% lightning / +16% cold / +3% nature Changes damage: +11% cold Silence immunity: +20% A pointy cloth hat, very wizardly... |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 42 power out of 80/80) : Effective talent level: 3.0 Power cost: 42 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 54.74 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
drakeskin leather armour 'Boltblur' (20 def, 8 armour) drakeskin leather armour 'Boltblur' (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: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce armor by 46% Damage when hit (Melee): 4 lightning Changes stats: +6 Wil Changes resistances: +16% blight / +39% cold / +30% darkness Changes damage: +21% lightning / +6% acid Light radius: +2 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 83 power out of 100/100. The very essence of bearness! |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2151 alchemist agate 2151 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. |
8 onyx 8 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. |
6 aquamarine 6 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. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emoldarille the Boltbraze (dig speed 30 turns) Emoldarille the Boltbraze (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +5 Str / +3 Con Changes resistances: +6% acid / +24% fire Changes resistances penetration: +15% lightning Mental save: +12 (+4 eff.) Silence immunity: +20% Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Galestoker the voratun pickaxe (dig speed 9 turns) Galestoker the voratun pickaxe (dig speed 9 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +5 Defense: +7 (+1 eff.) Damage when hit (Melee): 8 lightning Changes stats: +12 Str / +9 Wil Changes resistances: +6% lightning / +9% physical / +14% nature Changes damage: +9% nature Mana each turn: +0.16 Mental crit. chance: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Velenne the Darkquick (dig speed 15 turns) Velenne the Darkquick (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Physical power: +28 (+5 eff.) Defense: +25 (+5 eff.) Changes stats: +2 Str Changes resistances: +15% darkness Changes damage: +15% darkness Critical mult.: +36.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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. |
6 jade 6 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. |
12 spinel 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 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. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
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 83 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Woefoe' alchemist's lamp 'Woefoe'Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +3 Changes stats: +5 Str / +4 Dex / +6 Mag Changes resistances penetration: +15% physical Changes damage: +21% mind / +9% darkness Only die when reaching: -80.00 life Spellpower: +10 (+2 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
61 alchemist bloodstone 61 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. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 garnet 12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 168 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) 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 669.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 21 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. |
innervating voratun torque of psionic shield [power 141] (21 cooldown) innervating voratun torque of psionic shield [power 141] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 141 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Reduce fatigue by 33% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of clear mind 'Runazor' [power 3] (21 cooldown) stralite torque of clear mind 'Runazor' [power 3] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +6% physical Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Spell save: +18 (+6 eff.) Cut immunity: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
stralite torque of gale force 'Megen' [power 305] (13 cooldown) stralite torque of gale force 'Megen' [power 305] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +3 Wil / +4 Mag Spellpower: +15 (+3 eff.) Damage Shield penetration: +30% It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 311 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 19% for 2 turns. * Increase all damage penetration by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Arcquill the yew totem of stinging [power 320] (13 cooldown) Arcquill the yew totem of stinging [power 320] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +15% cold Changes resistances penetration: +20% arcane Changes damage: +24% lightning / +9% physical / +9% arcane It can be used to sting an enemy dealing 326 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Aerebrenne' [power 368] (13 cooldown) elven-wood totem of healing 'Aerebrenne' [power 368] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Cun / +7 Wil Infravision radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 368 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 20% for 2 turns. * Increase the duration of 3 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of stinging [power 692] (16 cooldown) overpowered dragonbone totem of stinging [power 692] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 706 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 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. |
Bethawe the Blindbait [power 365] (13 cooldown) Bethawe the Blindbait [power 365] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 46% Changes resistances: +18% cold Changes damage: +9% acid / +30% light Poison immunity: +20% Only die when reaching: -80.00 life It can be used to fire a magical bolt dealing 711 lightning damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Daguharayon the dragonbone wand of shielding [power 560] (17 cooldown) Daguharayon the dragonbone wand of shielding [power 560] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances penetration: +25% mind Changes damage: +12% mind Mental save: +18 (+6 eff.) Equilibrium when hit: +0.28 Hate when firing a critical mind attack: +5.00 It can be used to create a shield absorbing up to 797 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Giluyagund the yew wand of shielding [power 242] (17 cooldown) Giluyagund the yew wand of shielding [power 242] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Reduces incoming crit damage: 5.00% Disarm immunity: +20% Maximum hate: +2.00 Mental crit. chance: +4% It can be used to create a shield absorbing up to 345 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning 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 25 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. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 quartz 13 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. |
7 amber 7 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. |
8 ametrine 8 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. |
9 zircon 9 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. |
Achievements
By Fried Hen the Skeleton Arcane Blade level 38
10th Pyre 123rd year of Ascendancy at 08:32 see stats
By Fried Hen the Skeleton Arcane Blade level 38
73rd Regrowth 123rd year of Ascendancy at 13:54 see stats
By Fried Hen the Skeleton Arcane Blade level 34
35th Regrowth 123rd year of Ascendancy at 20:30 see stats
By Fried Hen the Skeleton Arcane Blade level 42
26th Pyre 123rd year of Ascendancy at 05:56 see stats
By Fried Hen the Skeleton Arcane Blade level 43
40th Pyre 123rd year of Ascendancy at 12:25 see stats
By Fried Hen the Skeleton Arcane Blade level 48
9th Dusk 123rd year of Ascendancy at 04:33 see stats
By Fried Hen the Skeleton Arcane Blade level 41
22nd Pyre 123rd year of Ascendancy at 03:16 see stats
By Fried Hen the Skeleton Arcane Blade level 19
43rd Dusk 122nd year of Ascendancy at 17:50 see stats
By Fried Hen the Skeleton Arcane Blade level 38
1st Time of Balance 123rd year of Ascendancy at 17:54 see stats
By Fried Hen the Skeleton Arcane Blade level 49
19th Dusk 123rd year of Ascendancy at 17:47 see stats
By Fried Hen the Skeleton Arcane Blade level 48
11st Dusk 123rd year of Ascendancy at 05:23 see stats
By Fried Hen the Skeleton Arcane Blade level 40
18th Pyre 123rd year of Ascendancy at 19:20 see stats
By Fried Hen the Skeleton Arcane Blade level 43
40th Pyre 123rd year of Ascendancy at 10:05 see stats
By Fried Hen the Skeleton Arcane Blade level 48
16th Dusk 123rd year of Ascendancy at 16:12 see stats
By Fried Hen the Skeleton Arcane Blade level 30
4th Allure 123rd year of Ascendancy at 16:38 see stats
By Fried Hen the Skeleton Arcane Blade level 21
53rd Dusk 122nd year of Ascendancy at 07:09 see stats
By Fried Hen the Skeleton Arcane Blade level 43
39th Pyre 123rd year of Ascendancy at 09:35 see stats
By Fried Hen the Skeleton Arcane Blade level 50
55th Dusk 123rd year of Ascendancy at 08:12 see stats
By Fried Hen the Skeleton Arcane Blade level 50
68th Dusk 123rd year of Ascendancy at 19:59 see stats
By Fried Hen the Skeleton Arcane Blade level 29
29th Haze 122nd year of Ascendancy at 06:31 see stats
By Fried Hen the Skeleton Arcane Blade level 10
6th Flare 122nd year of Ascendancy at 12:35 see stats
By Fried Hen the Skeleton Arcane Blade level 20
44th Dusk 122nd year of Ascendancy at 17:47 see stats
By Fried Hen the Skeleton Arcane Blade level 30
2nd Wintertide 123rd year of Ascendancy at 20:34 see stats
By Fried Hen the Skeleton Arcane Blade level 40
17th Pyre 123rd year of Ascendancy at 22:11 see stats
By Fried Hen the Skeleton Arcane Blade level 50
52nd Dusk 123rd year of Ascendancy at 21:18 see stats
By Fried Hen the Skeleton Arcane Blade level 42
26th Pyre 123rd year of Ascendancy at 08:19 see stats
By Fried Hen the Skeleton Arcane Blade level 21
54th Dusk 122nd year of Ascendancy at 08:32 see stats
By Fried Hen the Skeleton Arcane Blade level 40
18th Pyre 123rd year of Ascendancy at 22:17 see stats
By Fried Hen the Skeleton Arcane Blade level 5
3rd Mirth 122nd year of Ascendancy at 00:39 see stats
By Fried Hen the Skeleton Arcane Blade level 29
68th Haze 122nd year of Ascendancy at 01:01 see stats
By Fried Hen the Skeleton Arcane Blade level 23
3rd Haze 122nd year of Ascendancy at 08:35 see stats
By Fried Hen the Skeleton Arcane Blade level 44
60th Pyre 123rd year of Ascendancy at 12:59 see stats
By Fried Hen the Skeleton Arcane Blade level 21
51st Dusk 122nd year of Ascendancy at 05:53 see stats
By Fried Hen the Skeleton Arcane Blade level 15
15th Dusk 122nd year of Ascendancy at 03:16 see stats
By Fried Hen the Skeleton Arcane Blade level 43
40th Pyre 123rd year of Ascendancy at 12:40 see stats
By Fried Hen the Skeleton Arcane Blade level 37
73rd Regrowth 123rd year of Ascendancy at 02:23 see stats
By Fried Hen the Skeleton Arcane Blade level 43
38th Pyre 123rd year of Ascendancy at 16:40 see stats
Log
Shadow misses Fried Hen.
Fried Hen is no longer out of phase.
You are yanked out of this place!
You gain 4.16 gold from the transmogrification of dreamer's elven-silk robe (0 def, 0 armour).
You gain 3.30 gold from the transmogrification of insulating drakeskin leather belt of dampening.
You gain 10.61 gold from the transmogrification of magewarrior's short elven-wood vilestaff of protection (129% power, 5 apr, acid element).
You gain 5.24 gold from the transmogrification of living mindstar of sand (112% power, 40 apr, nature damage).
You gain 9.25 gold from the transmogrification of Amethyst of Sanctuary (111% power, 26 apr, mind damage).
You gain 5.16 gold from the transmogrification of steady elven-wood longbow of fire.
You gain 3.25 gold from the transmogrification of stralite greatsword of corruption (158% power, 3 apr).
You gain 6.40 gold from the transmogrification of plaguebringer's dwarven-steel greatsword of massacre (160% power, 2 apr).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Resting starts...
Talent Inner Power is ready to use.
Talent Bone Armour is ready to use.
Talent Rune: Blink is ready to use.
Talent Rune: Reflection Shield is ready to use.
The shield around Fried Hen crumbles.
Rested for 16 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 5 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 101 turns (stop reason: all resources and life at maximum).
Saving done.