












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Rogue |
| Level / Exp | 35 / 86% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 70 (base 52) |
| Dexterity | 72 (base 60) |
| Constitution | 43 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 67 (base 35) |
Resources
| Life | 1056/1056 |
| Mana | 219/289 |
| Stamina | 204/204 |
| Healing Factor | 1.2397742564934 |
| Regeneration | 5.8858450388226 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | -998 |
| Infravision | 8 |
| See Stealth | 42.470072216238 |
| See Invisible | 47.470072216238 |
| Stealth | 58 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 68 |
| Crit Chance | 24% |
| APR | 26 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 76 |
| Accuracy | 68 |
| Crit Chance | 29% |
| APR | 32 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Blight | +6% |
| Arcane | +9% |
| Cold | +11% |
| All | 0% |
| Darkness | +9% |
| Temporal | +6% |
| Fire | +9% |
| Physical | +48% |
Offense: Damage Penetration
| Physical | +10% |
| Lightning | +5% |
| Darkness | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (38.594633868923%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 40 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 40%( 70%) |
| Cold | + 43%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 28%( 70%) |
| Darkness | + 49%( 70%) |
| Fire | + 61%( 70%) |
| Mind | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Disarm Resistance | 64% |
| Instadeath Resistance | 100% |
| Blind Resistance | 18% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 529 damage for 5 turns. Its effects scale with your Cunning 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 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 271 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 824% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -493 life. The duration and life will increase by 1% for every 1% life you have lost (currently 493 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Premonition |
| talent | Leeching Poison |
| talent | Numbing Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.5 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 87 - 122 Accuracy: 82 (knife) APR: 32 Crit Chance: +35% Crit mult: 208% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Parrying melee and ranged attacks: Has a 69% chance to deflect up to 25 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by spitting spider. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lone alchemist from death by Vorivena the mass of parasitic leeches. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Zubarina the snow giant thunderer. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by Emelaith the skeleton warrior. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by white crystal. Escort: repented thief (level 2 of Scintillating Caves) | failed |
You failed to protect the temporal explorer from death by Aletta Soultorn. Escort: temporal explorer (level 2 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within4 lumberjacks have died. | 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 | wanderer's pair of dwarven-steel boots of massiveness (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +2 Cun / +7 Con Changes damage: +7% physical Physical save: +14 (+5 eff.) Mental save: +13 (+4 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Pouch of the Subconscious (20/20, 147% power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | Tuleran the SkyreaperInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+1 eff.) Damage when hit (Melee): 2 lightning / 4 physical Changes damage: +9% physical Critical mult.: +5.00% Physical save: +3 (+1 eff.) Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Kyrin the hardened leather cap (30 def, 19 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +19 Defense: +30 (+8 eff.) Fatigue: +3% Changes resistances: +16% light / +14% darkness Critical mult.: +15.00% Physical save: +18 (+6 eff.) A cap made of leather. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 14 power out of 24/24) : Effective talent level: 4.0 Power cost: 14 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Mardedur the Voidbloom [power 290] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes resistances: +12% blight / +12% darkness Changes resistances penetration: +15% darkness Changes damage: +9% darkness / +6% blight It can be used to heal yourself and all friendly characters within 10 spaces for 290 Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 44% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | solipsist's stralite ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +7 Cun / +6 Wil Mindpower: +9 (+3 eff.) Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 33 cooldown : Effective talent level: 3.9 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| On fingers | rogue's gold ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +10% physical Changes damage: +10% physical Rings make your fingers look great! |
| Around neck | gold amulet 'Skypall'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +13 Changes stats: +4 Dex / +2 Mag / +7 Cun Changes resistances penetration: +5% lightning Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Blindness immunity: +18% Infravision radius: +5 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
| In main hand | quick stralite greatmaul of enduring (165% power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 165% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +6 Dex / +14 Wil / +14 Con Maximum life: +31.00 Combat speed: +10% Massive two-handed mauls. |
| Around waist | monstrous hardened leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Physical save: +8 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | stralite dagger 'Eilinatta' (162% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 162% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +8 temporal When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +5 Con Changes resistances: +6% temporal Changes resistances penetration: +10% physical Changes damage: +9% arcane / +6% temporal Disarm immunity: +24% Sharp, short and deadly. |
| Cloak | marshal's cashmere cloak of fog (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +13% light / +18% fire Stealth bonus: +10 Physical save: +8 (+3 eff.) Maximum life: +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dispeller's silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +8% darkness / +24% fire / +13% all / +17% acid / +12% physical / +9% blight / +19% cold / +10% light Changes damage: +19% acid / +14% physical / +9% fire / +11% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +16 (+5 eff.) Spell save: +27 (+9 eff.) Mental save: +14 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the duelist (speed 771%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 771% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 585; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 585 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; blight, physical, darkness, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 2 physical, 3 darkness, 4 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 124; 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 124 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. 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 435; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 435 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. |
stormshield rune (threshold 8; blocks 3; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 8 up to 3 times. 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 duelist (threshold 32; blocks 6; dur 4; cd 14)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: 14 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 32 up to 6 times. 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. |
stormshield rune of the sneak (threshold 25; blocks 5; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 25 up to 5 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. |
stormshield rune of the wizard (threshold 58; blocks 3; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 58 up to 3 times. 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. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 50 power out of 60/60. The evilness of undeath radiates from this amulet. |
EmelathraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +16 Changes stats: +5 Str Changes resistances: +15% acid / +4% physical / +9% blight Knockback immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Galeclash the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 2 mind Changes stats: +4 Dex / +4 Cun / +6 Con Changes resistances: +6% lightning / +10% temporal Changes damage: +3% mind Pinning immunity: +23% Knockback immunity: +28% Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Gloruth the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Fatigue: -6% Changes stats: +4 Dex / +4 Con Physical save: +3 (+1 eff.) Cut immunity: +10% Disarm immunity: +20% Life regen: +2.00 Healing mod.: +10% Amulets make your neck look great! |
IcewoeInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil / +3 Cun / +4 Con Changes resistances: +3% temporal Changes damage: +12% temporal / +6% cold Mental save: +8 (+3 eff.) Confusion immunity: +12% Mindpower: +8 (+3 eff.) Amulets make your neck look great! |
IsemillePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Defense: +15 (+4 eff.) Changes stats: +2 Con / +2 Mag Changes resistances: +1% physical Talent mastery: +0.16 Technique / Combat techniques Cut immunity: +40% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 29 cooldown : Effective talent level: 2.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 222 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
LeludorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% cold Changes resistances penetration: +20% acid Physical save: +6 (+2 eff.) Mental save: +8 (+3 eff.) Confusion immunity: +15% Only die when reaching: -60.00 life Mindpower: +8 (+3 eff.) Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Yvorin the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +3 Con Changes resistances: +9% acid / +3% temporal Changes resistances penetration: +20% acid Knockback immunity: +10% Maximum life: +20.00 Amulets make your neck look great! |
gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 6 light / 10 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 20% * 8% chance to blind Changes damage: +8% light / +7% darkness Amulets make your neck look great! |
starlit gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +11% light / +11% darkness Blindness immunity: +26% Amulets make your neck look great! |
steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Amulets make your neck look great! |
vitalizing copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Con Physical save: +7 (+2 eff.) Life regen: +2.00 Maximum life: +37.00 Amulets make your neck look great! |
Ademira the ShimmerrainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +2 Cun / +4 Str Changes resistances: +12% lightning Changes resistances penetration: +20% darkness / +5% lightning Changes damage: +18% lightning Disarm immunity: +34% Pinning immunity: +29% Knockback immunity: +31% Maximum life: +31.00 Rings make your fingers look great! |
Flowerking the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Damage when hit (Melee): 4 nature Changes resistances: +22% acid / +3% cold / +9% nature Changes damage: +11% acid / +15% fire Rings make your fingers look great! |
Woestinger the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes resistances penetration: +20% acid Changes damage: +6% acid / +18% darkness It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring 'Eilinobeth'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +22% acid Changes damage: +11% acid Critical mult.: +10.00% Stamina each turn: +1.00 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Rings make your fingers look great! |
copper ring 'Velarialle'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Changes resistances: +22% cold Changes damage: +11% cold Critical mult.: +5.00% Rings make your fingers look great! |
copper ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 24 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 24 Damage (Ranged): 9 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 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! |
gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +8 Str / +6 Con Rings make your fingers look great! |
marksman's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
painweaver's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +5% all Spellpower: +9 (+8 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
psionicist's copper ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Wil Mental save: +4 (+1 eff.) Spellpower: +6 (+6 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
savage's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+4 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +28% Maximum stamina: +10.00 Rings make your fingers look great! |
savage's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes stats: +2 Con Spell save: +12 (+4 eff.) Maximum stamina: +10.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes stats: +4 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's copper ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +8.00 Maximum life: +46.00 Mindpower: +6 (+2 eff.) Healing mod.: +11% Rings make your fingers look great! |
solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
solipsist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +31.00 Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 24 Damage (Melee): 9 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 24 Damage (Ranged): 11 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite amber ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +6 Cun / +4 Mag Changes damage: +8% all Spellpower: +11 (+9 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
stralite ring 'Layusewen'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Damage when hit (Melee): 6 physical Changes stats: +1 Dex / +5 Mag / +1 Wil / +6 Cun Changes resistances penetration: +10% physical Changes damage: +6% all Silence immunity: +34% Mana each turn: +0.27 Maximum psi: +30.00 Spellpower: +25 (+15 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Changes stats: +3 Con Physical save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% acid Changes damage: +12% acid Physical save: +6 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Stun/Freeze immunity: +31% Life regen: +3.00 Rings make your fingers look great! |
Drake's Bane (156% power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Emelora the iron dagger (114% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 114% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +3 Defense: +15 (+4 eff.) Changes stats: +2 Wil / +1 Con Physical save: +12 (+4 eff.) Sharp, short and deadly. |
Moon (100% power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 100% Range: 1.3x Uses stats: 20% Cun, 20% Dex Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Star (100% power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 20% Cun, 20% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 53.85 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
elemental stralite dagger of massacre (145% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 146% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +5% fire Changes damage: +10% fire Sharp, short and deadly. |
plaguebringer's steel dagger of massacre (116% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 116% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +7 blight When wielded/worn: Disease immunity: +10% Sharp, short and deadly. |
quick dwarven-steel dagger of crippling (113% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 113% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +7.0% Changes stats: +2 Dex Combat speed: +10% Sharp, short and deadly. |
quick dwarven-steel dagger of shearing (116% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +7 Changes stats: +3 Dex Changes resistances penetration: +7% all Combat speed: +10% Sharp, short and deadly. |
quick steel dagger of torment (104% power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +2 Dex Combat speed: +10% Sharp, short and deadly. |
steel dagger 'Glorabreth' (102% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +10% arcane Spell save: +15 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -60.00 life Maximum mana: +80.00 Spellpower: +25 (+15 eff.) Sharp, short and deadly. |
thought-forged iron dagger of massacre (112% power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 112% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 24 Damage (Melee): +5 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Sharp, short and deadly. |
warbringer's iron dagger of shearing (100% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical power: +6 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +5% all / +7% physical Disarm immunity: +12% Sharp, short and deadly. |
Anmalice (158% power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-15 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
thought-forged dwarven-steel longsword of enduring (125% power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 18% chance to reduce all saves and defense by 24 Damage (Melee): +10 mind When wielded/worn: Changes stats: +8 Wil / +3 Cun / +8 Con Maximum life: +39.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace 'Sewersmash' (132% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 133% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 nature When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances penetration: +20% nature Changes damage: +6% nature / +21% cold Spell save: +6 (+2 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Issorig (120% power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+7 eff.) Defense: +8 (+2 eff.) Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Reduces incoming crit damage: 15.00% Hate when firing a critical mind attack: +3.00 Spellpower: +9 (+8 eff.) Spell crit. chance: +3% Mental crit. chance: +5% Light radius: +4 See invisible: +6 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 51.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Scorpion's Tail (133% power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 134% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (30% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+2 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Cyrira the MagmajusticeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +5 Dex / +3 Wil / +3 Cun Changes resistances: +5% arcane Changes resistances penetration: +25% fire Physical save: +11 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Infravision radius: +3 See invisible: +6 A belt that goes around your waist. |
Glilaith the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances: +6% nature / +12% fire Changes resistances penetration: +8% physical Changes damage: +11% physical Teleport immunity: +20% Light radius: +3 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Velyriama the BlazequakeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +5.0% Armour: +4 Changes stats: +6 Con Changes resistances: +11% fire / +10% cold Changes resistances penetration: +25% physical Changes damage: +9% lightning Physical save: +18 (+6 eff.) A belt that goes around your waist. |
rough leather belt 'Phlegmwhisper'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes resistances: +6% fire / +5% arcane / +6% cold Changes resistances penetration: +5% mind A belt that goes around your waist. |
rough leather belt 'Uruhir'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +3 Str / +5 Wil / +3 Cun / +5 Con Damage against: +17% Summoned Reduced damage from: +17% Summoned Light radius: +3 A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Berilar the cashmere cloak (2 def, 14 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+1 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +9% fire / +12% cold Spell save: +7 (+3 eff.) Stun/Freeze immunity: +20% Maximum life: +39.00 Maximum mana: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elenefang the Sleetlady (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +2 (+1 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +3 Con Changes resistances: +11% darkness / +6% cold Changes resistances penetration: +9% darkness Changes damage: +9% cold / +9% darkness / +6% temporal Stealth bonus: +11 Maximum life: +46.00 Maximum stamina: +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layossra the linen cloak (1 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +30 (+7 eff.) Armour: +7 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 51% * 10 arcane resource burn Changes resistances: +13% cold Only die when reaching: -20.00 life Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanygas (26 def, 18 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +18 Defense: +26 (+7 eff.) Damage when hit (Melee): 6 mind Changes resistances: +5% arcane / +12% cold Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of sorcery (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Str / +1 Dex / +5 Mag / +4 Wil / +4 Con Talent mastery: +0.20 Technique / Combat training Spell save: +11 (+4 eff.) Stamina each turn: +1.10 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of backstabbing (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Critical mult.: +17.00% Stealth bonus: +7 Physical save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Carrionpierce' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +1 Mag / +2 Cun / +3 Con Changes resistances penetration: +15% nature Light radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 56.44 to 70.55 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
verdant cashmere robe of nature (+24%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% nature / +11% all Changes damage: +24% nature Poison immunity: +21% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adoriana the pair of hardened leather boots (10 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +9 Defense: +10 (+3 eff.) Changes stats: +6 Str / +2 Dex Changes resistances: +8% lightning / +10% temporal Critical mult.: +15.00% Physical save: +12 (+4 eff.) Maximum stamina: +30.00 A pair of boots made of leather. |
Beroyafang (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +4 Fatigue: +3% Changes stats: +8 Str / +4 Con Changes resistances: +6% nature Changes damage: +6% physical Reduces incoming crit damage: 10.00% Spell save: +15 (+5 eff.) Silence immunity: +20% Teleport immunity: +20% Only die when reaching: -80.00 life It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 3.9 Power cost: 21 out of 25/25. Range: 9 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. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Phlegmspar (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+4 eff.) Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 51% Changes resistances penetration: +5% mind / +5% physical Stamina each turn: +0.40 Only die when reaching: -60.00 life Maximum stamina: +12.00 A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of evasion (4 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +3 Cun / +4 Wil Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 25 cooldown : Effective talent level: 5.2 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 35% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of rough leather boots of disengagement (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Dex / +3 Wil / +6 Cun Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.9 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 185% 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. |
This item will automatically be transmogrified when you leave the level.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: +2 Mag / +3 Wil 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. |
pair of hardened leather boots 'Adasenn' (0 def, 17 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +17 Physical save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Poison immunity: +20% Disarm immunity: +20% Life regen: +4.00 Infravision radius: +2 A pair of boots made of leather. |
stealthy pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Lck / +4 Dex Stealth bonus: +10 A pair of boots made of leather. |
stealthy pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +3 Mag / +2 Wil / +8 Lck Stealth bonus: +5 It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 21 turns. A pair of boots made of leather. |
Glorubeth the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +4% physical Critical mult.: +5.00% Only die when reaching: -60.00 life 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. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gorewar the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 51% Damage when hit (Melee): 4 temporal Changes stats: +4 Str / +3 Dex / +2 Mag / +6 Cun Changes resistances: +7% light / +9% darkness / +3% nature Changes damage: +9% nature / +3% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) Life regen: +4.00 Stamina each turn: +1.60 Maximum stamina: +10.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 33.20 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Khelyregondil (5 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Fatigue: +5% Damage (Melee): 12 fire Changes resistances: +7% fire / +3% light / +12% temporal Changes damage: +11% fire Physical save: +6 (+2 eff.) Mental save: +12 (+4 eff.) Life regen: +4.00 Stamina each turn: +1.30 Maximum life: +56.00 Maximum stamina: +33.00 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. |
Winterpall the voratun gauntlets (0 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Armour: +8 Fatigue: +5% Damage (Melee): 17 temporal Damage (Ranged): 11 temporal Changes stats: +6 Cun / +6 Dex Changes resistances: +6% cold / +12% temporal Changes resistances penetration: +15% cold Changes damage: +9% cold / +15% darkness / +7% temporal Mental save: +14 (+5 eff.) Maximum life: +52.00 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. |
dwarven-steel gauntlets 'Xiba' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 darkness Changes stats: +3 Mag Changes resistances: +10% darkness Changes resistances penetration: +25% arcane Changes damage: +7% darkness Critical mult.: +10.00% Mana when firing critical spell: +2.00 Spellpower: +25 (+15 eff.) Mental crit. chance: +3% Damage Shield penetration: +30% 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. |
sand drakeskin leather gloves of strength (+3) (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +9 Damage (Melee): 8 physical Changes stats: +3 Str Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +3 Damage (Melee): 13 darkness Changes stats: +4 Dex Changes resistances: +10% darkness Changes damage: +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beterianor the iron helm (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 mind Changes stats: +2 Str / +10 Mag / +4 Wil / +6 Cun Changes damage: +7% blight / +7% arcane Spell crit. chance: +2% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Corpseripper (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 51% Damage when hit (Melee): 2 nature Changes stats: +1 Cun Changes resistances: +6% nature Changes resistances penetration: +10% nature / +20% fire Spell save: +4 (+2 eff.) Maximum life: +40.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 50 power out of 60/60) : Effective talent level: 1.0 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Mayudatta the Earthquench (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 51% Damage when hit (Melee): 4 acid Changes stats: +5 Str Changes resistances: +6% nature Changes resistances penetration: +25% acid Changes damage: +30% nature / +15% darkness It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 327.7 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Ragydegund (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +6% temporal / +6% blight Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ragydunalen the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +30 (+7 eff.) Armour: +3 Fatigue: +5% Changes stats: +9 Dex Changes resistances: +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's hardened leather cap (5 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +3% Changes resistances: +3% all Physical save: +7 (+2 eff.) A cap made of leather. |
hardened leather cap 'Rootwend' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% Changes stats: +7 Dex / +4 Wil Changes resistances: +8% blight / +10% temporal / +18% darkness / +8% lightning Changes resistances penetration: +15% nature Changes damage: +12% nature Mental save: +8 (+3 eff.) Infravision radius: +4 A cap made of leather. |
stabilizing hardened leather cap of the bounder (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +7 Dex Physical save: +16 (+5 eff.) It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 327.7 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level.Eclipsehash (21/21, 142% power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 143% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Damage (Ranged): +16 cold / +11 nature / +20 darkness Damage (radius 1) on hit: +20 darkness Damage (radius 2) on crit: +8 darkness / +20 arcane Arrows are used with bows to pierce your foes to death. |
365 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. |
2 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. |
4 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lightmistress (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Defense: +10 (+3 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Cun / +5 Str Changes damage: +6% light Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Layynor' (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +3 Str / +5 Dex / +9 Cun / +4 Con Changes resistances: +9% acid Light radius: +1 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 66 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
5 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. |
BoriruidurPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+5 eff.) Defense: +10 (+3 eff.) Changes stats: +4 Str / +2 Dex / +4 Wil Changes resistances: +6% blight / +7% darkness Stamina each turn: +1.00 Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 26 blight damage or heals 37 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 21 power out of 25/25) : Effective talent level: 2.0 Power cost: 21 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 51.92 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 51.92 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% blight / +6% darkness Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +5 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 32 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp of corpselight Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% blight / +9% darkness Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 26 blight damage or heals 37 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 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. |
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 166 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. |
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. |
Khelagen the Cloudvalor [power 1] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +5% arcane Changes damage: +15% lightning / +6% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Heal for 39. Torques are made by powerful psionics to store psionic powers. |
Mulach the steel torque of psionic shield [power 49] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Changes stats: +2 Str / +2 Wil Changes damage: +6% acid Stamina each turn: +3.00 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
Sunwaker [power 2] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +15% mind Changes resistances penetration: +25% light Psi when hit: +0.08 Hate when firing a critical mind attack: +5.00 Maximum hate: +6.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
innervating stralite torque of mindblast [power 300] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 300 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force 'Harudurim' [power 100] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances: +3% temporal Critical mult.: +15.00% Stamina each turn: +1.00 Only die when reaching: -40.00 life It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 148 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Isoth the Barklash [power 95] (21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 51% Damage when hit (Melee): 2 mind / 2 light Changes resistances: +9% nature Changes resistances penetration: +10% light Changes damage: +3% nature It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 208 Base Damage: 105 Armor: 3 All Resist: 4 Activation puts all charms on cooldown for 21 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
7 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. |
Brighthack the ash wand of shielding [power 182] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +6% light / +5% arcane Changes resistances penetration: +15% light It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Heal for 36. * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 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. |
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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Ogre The Ogre the Ogre Rogue level 35
50th Pyre 123rd year of Ascendancy at 21:37 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Ogre The Ogre the Ogre Rogue level 35
49th Pyre 123rd year of Ascendancy at 07:10 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ogre The Ogre the Ogre Rogue level 20
35th Dusk 122nd year of Ascendancy at 22:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ogre The Ogre the Ogre Rogue level 22
43rd Haze 122nd year of Ascendancy at 19:45 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ogre The Ogre the Ogre Rogue level 28
1st Pyre 123rd year of Ascendancy at 10:23 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Ogre The Ogre the Ogre Rogue level 29
14th Pyre 123rd year of Ascendancy at 14:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ogre The Ogre the Ogre Rogue level 10
7th Mirth 122nd year of Ascendancy at 22:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ogre The Ogre the Ogre Rogue level 20
16th Dusk 122nd year of Ascendancy at 07:28 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ogre The Ogre the Ogre Rogue level 30
15th Pyre 123rd year of Ascendancy at 07:44 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ogre The Ogre the Ogre Rogue level 20
50th Dusk 122nd year of Ascendancy at 16:41 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Ogre The Ogre the Ogre Rogue level 34
47th Pyre 123rd year of Ascendancy at 06:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ogre The Ogre the Ogre Rogue level 25
55th Haze 122nd year of Ascendancy at 22:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ogre The Ogre the Ogre Rogue level 11
10th Mirth 122nd year of Ascendancy at 03:12 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ogre The Ogre the Ogre Rogue level 27
74th Regrowth 123rd year of Ascendancy at 02:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ogre The Ogre the Ogre Rogue level 11
2nd Summertide 122nd year of Ascendancy at 00:15 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ogre The Ogre the Ogre Rogue level 27
73rd Regrowth 123rd year of Ascendancy at 10:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ogre The Ogre the Ogre Rogue level 27
59th Haze 122nd year of Ascendancy at 04:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ogre The Ogre the Ogre Rogue level 18
11st Dusk 122nd year of Ascendancy at 18:28 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ogre The Ogre the Ogre Rogue level 34
48th Pyre 123rd year of Ascendancy at 09:32 see stats
Log
Talent Evasion is ready to use.
Venom drake hatchling is affected by the glimmerstone!
Talent Rune: Shielding is ready to use.
Resting starts...
Talent Writ Large is ready to use.
Talent Infusion: Healing is ready to use.
Talent Track is ready to use.
Ogre The Ogre uses Track.
Talent Infusion: Heroism is ready to use.
Thief is affected by the glimmerstone!
Rested for 18 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ogre The Ogre picks up ( .): dwarven-steel mace 'Sewersmash' (132% power, 4 apr).
You pickup 1.75 gold pieces.
Ogre The Ogre picks up ( .): Eclipsehash (21/21, 142% power, 10 apr).
You pickup 2.20 gold pieces.
Ogre The Ogre picks up ( .): alchemist's lamp of corpselight.
There is a previous level here (press '' or right click to use).
















































































































































