Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 50 / 349% |
Size | big |
Lifes / Deaths | Killed by Weirdling Beast at level 22 on the 58th Dusk 122nd year of Ascendancy at 00:12 4 / 3Killed by Glemina the forest wight at level 31 on the 1st Wintertide 123rd year of Ascendancy at 06:09 Killed by skeleton mage at level 40 on the 36th Pyre 123rd year of Ascendancy at 06:43 |
Primary Stats
Strength | 100 (base 60) |
Dexterity | 77 (base 62) |
Constitution | 27 (base 17) |
Magic | 119 (base 65) |
Willpower | 39 (base 13) |
Cunning | 45 (base 36) |
Resources
Mana | 419/419 |
Vim | 261/261 |
Life | 1610/1610 |
Positive | 177/177 |
Stamina | 358/358 |
Healing Factor | 1.3894416243655 |
Regeneration | 12.852335025381 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +118.72307323196% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 9.0594117081557 |
See Stealth | 33.445470868967 |
See Invisible | 33.445470868967 |
Offense: Mainhand
Damage | 335 |
Accuracy | 67 |
Crit Chance | 69% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Mind | +12% |
Acid | +15% |
Light | +3% |
Cold | +9% |
Blight | +24% |
Physical | +33% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Light | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 122.36832718372 (100%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 31 |
Physical Save | 71 |
Spell Save | 59 |
Mental Save | 40 |
Defense: Resistances
Acid | + 63%( 77%) |
Blight | + 38%( 77%) |
Physical | + 38%( 77%) |
Cold | + 47%( 77%) |
All | + 15%( 77%) |
Darkness | + 70%( 77%) |
Light | + 39%( 77%) |
Temporal | + 47%( 77%) |
Lightning | + 63%( 77%) |
Fire | + 77%( 77%) |
Nature | + 40%( 77%) |
Defense: Immunities
Teleport Resistance | 0% |
Pinning Resistance | 96% |
Disarm Resistance | 50% |
Confusion Resistance | 53% |
Silence Resistance | 41% |
Stun Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 93% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 874 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 837 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
Class Talents
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.40 |
| 1/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.10 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Corruption / Wrath | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Corruption / Brutality | 1.50 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Eternal Suffering |
talent | Horrifying Blows |
talent | Premonition |
talent | Chant of Fortress |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Cyael. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2312. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed ritch stinger. * You've found the needed orc heart. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed black mamba head. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. * You've found the needed multi-hued wyrm scale. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Glarequill (0 def, 14 armour) Glarequill (0 def, 14 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Armour: +14 Changes resistances: +9% light Changes resistances penetration: +20% light Changes damage: +3% acid / +3% light Silence immunity: +41% Confusion immunity: +43% Stun/Freeze immunity: +40% Spellpower: +13 (+3 eff.) Mindpower: +12 (+4 eff.) Light radius: +2 Infravision radius: +3 A pair of boots made of leather. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 23 power out of 25/25) : Effective talent level: 2.2 Power cost: 23 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 187.92 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 187.92 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. |
On head | Bukhad (0 def, 10 armour) Bukhad (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +4.0% Armour: +10 Fatigue: +4% Changes stats: +6 Str / +2 Mag Changes damage: +6% blight / +9% physical Stamina each turn: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | dwarven-steel pickaxe 'Poralaith' (dig speed 24 turns) dwarven-steel pickaxe 'Poralaith' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Str / +3 Mag / +8 Wil Changes damage: +9% blight Maximum vim: +30.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +2% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Icebolt the gold ring Icebolt the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +14 Damage when hit (Melee): 2 physical Changes resistances: +22% fire Changes damage: +9% cold / +11% fire Only die when reaching: -40.00 life Rings can have magical properties. |
On fingers | Resist ResistPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +8 Changes stats: +6 Str / +5 Dex / +2 Mag / +5 Con Changes resistances: +27% acid / +25% fire / +30% lightning / +28% cold Spell save: +17 (+4 eff.) Disarm immunity: +50% Pinning immunity: +46% Knockback immunity: +50% Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +50.00 Maximum stamina: +39.00 Maximum vim: +20.00 Spellpower: +14 (+3 eff.) Mindpower: +15 (+5 eff.) Rings can have magical properties. |
Around waist | Xerywen the drakeskin leather belt Xerywen the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Physical power: +5 (+1 eff.) Changes stats: +5 Dex / +7 Mag / +8 Wil / +6 Cun Changes damage: +9% blight Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +11% Damage Shield penetration: +30% A belt that goes around your waist. |
In main hand | Dethblyd (182% power, 18 apr) Dethblyd (182% power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
On hands | voratun gauntlets 'Balancefury' (0 def, 3 armour) voratun gauntlets 'Balancefury' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Str / +6 Dex / +7 Mag Changes resistances: +18% acid Changes resistances penetration: +20% nature Changes damage: +12% acid / +15% physical Physical save: +12 (+3 eff.) Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Geruiregar the voratun plate armour (0 def, 24 armour) Geruiregar the voratun plate armour (0 def, 24 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +19 (+3 eff.) Armour: +24 Fatigue: +22% Changes stats: +7 Str / +7 Mag / +12 Wil Changes resistances: +26% lightning / +8% physical / +19% light / +9% temporal / +10% cold / +9% fire / +18% darkness / +11% acid Equilibrium when hit: +0.04 Psi when hit: +0.04 Spellpower: +17 (+3 eff.) Spell crit. chance: +8% Mindpower: +11 (+4 eff.) Mental crit. chance: +6% A suit of armour made of metal plates. |
Cloak | cashmere cloak 'Isladassra' (13 def, 0 armour) cashmere cloak 'Isladassra' (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 46% Changes stats: +1 Cun Changes resistances: +30% nature / +27% blight Changes damage: +12% mind Physical save: +11 (+3 eff.) Life regen: +9.00 Mental crit. chance: +3% Healing mod.: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Trainer TrainerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes resistances: +29% temporal Changes resistances cap: +7% all Changes damage: +9% physical Talent mastery: +0.40 Technique / Combat training Physical save: +52 (+12 eff.) Spell save: +25 (+6 eff.) Mental save: +16 (+5 eff.) Pinning immunity: +50% Knockback immunity: +43% Stamina each turn: +3.55 Mana when firing critical spell: +2.37 Maximum vim: +20.00 Spell crit. chance: +5% Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 249; cd 10) healing infusion of the duelist (heal 249; 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 instantly heal yourself for 249 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 240; cd 12) healing infusion of the duelist (heal 240; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 134; cd 12) healing infusion of the titan (heal 134; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 303; cd 10) healing infusion of the warrior (heal 303; 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 instantly heal yourself for 303 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 321; cd 12) healing infusion of the warrior (heal 321; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 321 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -923; dur 8; cd 30) heroism infusion of the warrior (die at -923; dur 8; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -923 life. The duration and life will increase by 1% for every 1% life you have lost (currently 923 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 727%; cd 9) movement infusion of the titan (speed 727%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 727% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 852%; cd 8) movement infusion of the warrior (speed 852%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 852% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 790%; cd 8) movement infusion of the warrior (speed 790%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 790% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 424; 13 cd) regeneration infusion of the duelist (heal 424; 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) Is: a nature gift Description: Activate the infusion to heal yourself for 424 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. |
wild infusion (res 20%; magical, physical; dur 4; cd 15) wild infusion (res 20%; magical, physical; dur 4; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; physical; dur 2; cd 10) wild infusion (res 17%; physical; dur 2; 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical, physical; dur 3; cd 12) wild infusion (res 20%; magical, physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 39%; physical; dur 3; cd 12) wild infusion of the duelist (res 39%; physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 55%; magical, physical; dur 4; cd 12) wild infusion of the wizard (res 55%; magical, physical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 55% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; temporal, light, fire, arcane, physical) Prismatic Rune (6 turns; temporal, light, fire, arcane, physical)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) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 4 light, 3 fire, 3 arcane, 2 physical 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 the Rift (306.00 temporal damage, removed from time 4 turns) Rune of the Rift (306.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 306.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 445; dur 4; cd 20) acid wave rune of the warrior (damage 445; dur 4; cd 20)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 445.05 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
acid wave rune of the warrior (damage 363; dur 4; cd 15) acid wave rune of the warrior (damage 363; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 363.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
blink rune of the duelist (range 7; phase 23; cd 13) blink rune of the duelist (range 7; phase 23; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 16; cd 11) blink rune of the psychic (range 5; phase 16; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 100; cd 13) shatter afflictions rune (absorb 100; 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 100 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 750; dur 6; cd 15) shielding rune of the wizard (absorb 750; dur 6; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 750 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Tome of Uttercold Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Aerodunaduldir the gold amulet Aerodunaduldir the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +30 (+5 eff.) Changes stats: +6 Cun / +7 Mag Changes resistances: +22% lightning / +9% temporal Changes damage: +12% physical Stun/Freeze immunity: +35% Infravision radius: +3 Amulets can have magical properties. |
Chargepall ChargepallCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 10 acid Changes resistances: +6% lightning / +21% acid Changes resistances penetration: +25% lightning / +25% acid Changes damage: +6% lightning / +9% acid Life regen: +3.00 Amulets can have magical properties. |
Choker of Dread 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 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
Cuthusin CuthusinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +10% light / +11% darkness Changes damage: +6% arcane Spell save: +9 (+2 eff.) Blindness immunity: +22% Maximum vim: +30.00 Spellpower: +25 (+5 eff.) Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 32 power out of 35/35) : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 250 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Emyna the voratun amulet Emyna the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 46% * 21% chance to reduce all saves and defense by 29 Changes stats: +8 Cun Changes resistances penetration: +26% acid Mental save: +15 (+5 eff.) Blindness immunity: +40% Equilibrium when hit: +0.08 Psi when hit: +0.08 Mindpower: +31 (+11 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 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. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Hazecut the steel amulet Hazecut the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +9% mind / +15% cold Changes resistances penetration: +25% fire Changes damage: +6% mind / +30% cold Life regen: +3.00 Amulets can have magical properties. |
Phlegmstreak the stralite amulet Phlegmstreak the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +11 Mag Changes resistances: +3% nature / +12% fire Changes resistances cap: +6% all Changes resistances penetration: +25% nature Changes damage: +3% fire Physical save: +11 (+3 eff.) Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +36.00 Amulets can have magical properties. |
Quenchmalice the gold amulet Quenchmalice the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +30 (+10 eff.) Damage when hit (Melee): 10 physical Changes stats: +7 Dex Changes resistances penetration: +25% cold Critical mult.: +20.00% Amulets can have magical properties. |
Quenchnoon QuenchnoonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +14% fire / +12% mind / +32% cold Changes resistances penetration: +25% cold Changes damage: +6% mind Amulets can have magical properties. |
Rheroddasta the Morningarc Rheroddasta the MorningarcInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +6% light / +12% cold Changes damage: +9% light / +6% cold Light radius: +3 Amulets can have magical properties. |
Sepsisbrawn the steel amulet Sepsisbrawn the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning / 10 nature Changes stats: +2 Wil Changes resistances penetration: +10% nature Changes damage: +27% nature Amulets can have magical properties. |
Silynor the Windtide Silynor the WindtideCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% nature Changes damage: +15% light Talent mastery: +0.22 Corruption / Hexes Reduces incoming crit damage: 15.00% Infravision radius: +2 See invisible: +15 Amulets can have magical properties. |
Smolderslicer the copper amulet Smolderslicer the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances: +3% fire Mana when firing critical spell: +2.00 Maximum mana: +20.00 Spellpower: +15 (+3 eff.) Damage Shield penetration: +10% Amulets can have magical properties. |
Sobad SobadInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +20 Damage when hit (Melee): 2 mind Changes stats: +14 Dex / +1 Mag Critical mult.: +19.00% Reduces incoming crit damage: 15.00% Physical save: +25 (+6 eff.) Spell save: +25 (+6 eff.) Mental save: +20 (+6 eff.) Cut immunity: +80% Equilibrium when hit: +0.16 Mindpower: +30 (+10 eff.) Healing mod.: +23% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 33 power out of 36/36) : Effective talent level: 4.0 Power cost: 33 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (184). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xeribrethra the Cystbrace Xeribrethra the CystbraceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 6 mind / 10 nature Changes resistances: +26% lightning / +15% temporal Changes resistances penetration: +25% mind Changes damage: +30% mind Stun/Freeze immunity: +44% Amulets can have magical properties. |
Xeruthra XeruthraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +2 Str Changes damage: +3% acid Reduces incoming crit damage: 15.00% Light radius: +2 Amulets can have magical properties. |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% lightning Stun/Freeze immunity: +28% Amulets can have magical properties. |
grounding steel amulet of cunning (+3) grounding steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% lightning Stun/Freeze immunity: +27% Amulets can have magical properties. |
insulating stralite amulet of cunning (+6) insulating stralite amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances: +13% fire / +24% cold Amulets can have magical properties. |
mindweaver's steel amulet of manastreaming mindweaver's steel amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil / +2 Mag Mental save: +5 (+1 eff.) Confusion immunity: +14% Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
mindweaver's stralite amulet of healing mindweaver's stralite amulet of healingInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +8 (+2 eff.) Cut immunity: +60% Confusion immunity: +14% Mindpower: +10 (+4 eff.) Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
protective gold amulet of perfection (0.28 Corruption / Oppression,0.28 Corruption / Fearfire) protective gold amulet of perfection (0.28 Corruption / Oppression,0.28 Corruption / Fearfire)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+3 eff.) Changes resistances cap: +4% all Talent masteries: +0.28 Corruption / Oppression +0.28 Corruption / Fearfire Physical save: +7 (+2 eff.) Amulets can have magical properties. |
protective voratun amulet of strength (+8) protective voratun amulet of strength (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Changes stats: +8 Str Changes resistances cap: +5% all Physical save: +12 (+3 eff.) Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
steel amulet 'Isida' steel amulet 'Isida'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Armour: +4 Changes stats: +6 Str / +6 Dex / +6 Wil / +5 Cun / +7 Con Physical save: +15 (+4 eff.) Mental save: +18 (+6 eff.) Psi when hit: +0.08 Amulets can have magical properties. |
steel amulet 'Maliledas' steel amulet 'Maliledas'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Changes resistances: +18% temporal Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +24% Life regen: +4.00 Amulets can have magical properties. |
steel amulet of magic (+3) steel amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
stralite amulet 'Bogburst' stralite amulet 'Bogburst'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 57% Damage when hit (Melee): 6 cold Changes stats: +8 Str Changes resistances: +15% temporal / +6% cold Changes resistances penetration: +25% temporal Changes damage: +27% nature Amulets can have magical properties. |
voratun amulet 'Hurymaraldir' voratun amulet 'Hurymaraldir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes stats: +9 Str / +6 Wil Changes resistances: +5% arcane / +9% mind Changes resistances penetration: +10% mind Changes damage: +12% arcane Talent masteries: +0.33 Corruption / Oppression +0.33 Celestial / Chants Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adiranne AdirannePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 * 20% chance to reduce all saves and defense by 29 Changes resistances: +24% light / +15% blight Changes damage: +12% light Reduces incoming crit damage: 15.00% See invisible: +21 Rings can have magical properties. |
Adyth the Soottyphoon Adyth the SoottyphoonInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 8 fire Changes resistances: +15% mind Changes resistances penetration: +5% mind Changes damage: +21% mind / +9% darkness Rings can have magical properties. |
Baruyandil the steel ring Baruyandil the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +15% blight / +5% arcane Changes damage: +15% arcane Silence immunity: +28% Mana each turn: +0.16 Rings can have magical properties. |
Blazequeller the stralite ring Blazequeller the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+8 eff.) Physical power: +12 (+2 eff.) Defense: +25 (+9 eff.) Changes stats: +5 Str / +9 Dex Changes damage: +12% light Stamina each turn: +3.00 Maximum stamina: +30.89 Spellpower: +13 (+3 eff.) Mindpower: +12 (+4 eff.) Rings can have magical properties. |
Bokulen the copper ring Bokulen the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +12 Changes stats: +3 Str / +3 Mag / +2 Cun Changes resistances: +6% mind Changes damage: +9% physical Rings can have magical properties. |
Furnacequarry the copper ring Furnacequarry the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +25% acid / +5% arcane Changes damage: +11% acid / +9% fire Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +2.00 Rings can have magical properties. |
Glareusher the steel ring Glareusher the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 4 acid / 8 blight Changes stats: +5 Cun Changes resistances: +15% acid / +6% blight Changes resistances penetration: +15% blight Changes damage: +21% light Rings can have magical properties. |
Gloryrialaith the Blazeraider Gloryrialaith the BlazeraiderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +2 Cun / +6 Con Changes resistances penetration: +10% lightning / +15% arcane Reduces incoming crit damage: 5.00% Light radius: +3 Rings can have magical properties. |
Islyrin IslyrinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +7 Wil Changes resistances: +9% cold Changes damage: +9% physical / +8% all Mental save: +18 (+6 eff.) Disarm immunity: +20% Mana each turn: +0.12 Spellpower: +15 (+3 eff.) Mindpower: +17 (+6 eff.) Rings can have magical properties. |
Kindlestone KindlestoneCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind / 2 fire Changes stats: +2 Cun Mental save: +12 (+4 eff.) Stun/Freeze immunity: +26% Life regen: +3.00 Equilibrium when hit: +0.16 Mental crit. chance: +4% Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nerissra the Tempestshaper Nerissra the TempestshaperPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 8 lightning Changes resistances: +9% mind Physical save: +9 (+2 eff.) Blindness immunity: +31% Mindpower: +15 (+5 eff.) Infravision radius: +4 See stealth: +10 See invisible: +14 Healing mod.: +5% Rings can have magical properties. |
Relgydan the gold ring Relgydan the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Con Changes resistances: +12% light / +1% physical Critical mult.: +15.00% Spell save: +22 (+5 eff.) Poison immunity: +20% Maximum stamina: +25.00 Healing mod.: +15% Rings can have magical properties. |
Silulratira SilulratiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical power: +14 (+3 eff.) Defense: +8 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 46% Changes resistances: +3% mind Changes resistances penetration: +20% mind Changes damage: +5% all Spellpower: +13 (+3 eff.) Mindpower: +12 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Ulfalabers UlfalabersInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Con Changes resistances: +35% fire Changes damage: +13% fire Spell save: +3 (+1 eff.) Poison immunity: +20% Cut immunity: +20% Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.32 cold and 17.47 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
Winterglamour WinterglamourInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +9% blight / +12% cold / +12% temporal / +9% fire Changes resistances penetration: +25% cold Changes damage: +15% cold Physical save: +18 (+5 eff.) Spell save: +12 (+3 eff.) Rings can have magical properties. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Xetha the Snowgore Xetha the SnowgoreInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +20% cold / +25% temporal Changes damage: +9% cold Mental save: +6 (+2 eff.) Confusion immunity: +31% Light radius: +2 Rings can have magical properties. |
conjurer's gold ring of luminosity conjurer's gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 18 light Damage (Ranged): 20 light Changes stats: +8 Mag / +5 Wil Changes damage: +16% light Spellpower: +9 (+2 eff.) Rings can have magical properties. |
conjurer's steel ring of clarity conjurer's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil Mental save: +7 (+2 eff.) Confusion immunity: +20% Spellpower: +8 (+2 eff.) Rings can have magical properties. |
conjurer's steel ring of misery conjurer's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 29 Damage (Melee): 13 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 29 Damage (Ranged): 9 physical Changes stats: +5 Mag / +4 Wil / +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
copper ring 'Obsidianbore' copper ring 'Obsidianbore'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +5% arcane / +6% darkness Changes resistances penetration: +15% lightning Changes damage: +12% lightning Life regen: +7.00 Maximum life: +43.00 Healing mod.: +11% Rings can have magical properties. |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
gold ring 'Arcwire' gold ring 'Arcwire'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Defense: +10 (+4 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +3% lightning / +30% fire Changes damage: +6% physical / +15% fire Life regen: +9.00 Maximum life: +58.00 Maximum stamina: +30.00 Healing mod.: +13% Rings can have magical properties. |
gold ring 'Bethedathra' gold ring 'Bethedathra'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +1 Con Changes resistances: +32% lightning / +5% arcane Changes damage: +16% lightning Reduces incoming crit damage: 15.00% Mindpower: +30 (+10 eff.) Infravision radius: +3 See invisible: +9 Rings can have magical properties. |
gold ring 'Gorymnir' gold ring 'Gorymnir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +25% acid Critical mult.: +20.00% Cut immunity: +20% Silence immunity: +34% Pinning immunity: +20% Mana each turn: +0.26 Maximum life: +40.00 Mental crit. chance: +7% Rings can have magical properties. |
gold ring 'Ururan' gold ring 'Ururan'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +3 Str / +2 Dex / +7 Wil / +2 Con Changes resistances: +9% mind Changes resistances penetration: +25% mind Changes damage: +18% acid / +6% mind Mental save: +14 (+4 eff.) Rings can have magical properties. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
marksman's stralite ring of darkness (+28%) marksman's stralite ring of darkness (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Changes resistances: +28% darkness Changes damage: +14% darkness Rings can have magical properties. |
marksman's voratun ring of warding marksman's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +7 Dex Changes resistances: +13% acid / +10% fire / +21% lightning / +24% cold Rings can have magical properties. |
mule's voratun ring of misery mule's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 16% chance to reduce all saves and defense by 29 Damage (Melee): 23 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 29 Damage (Ranged): 32 physical Changes stats: +5 Cun Maximum encumbrance: +27 Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
rogue's gold ring of nature (+24%) rogue's gold ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +10.00 Maximum life: +91.00 Mindpower: +8 (+3 eff.) Healing mod.: +14% Rings can have magical properties. |
steel ring 'Hellpunish' steel ring 'Hellpunish'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% fire / +26% light / +6% mind Changes resistances penetration: +15% arcane / +20% mind Changes damage: +13% light Critical mult.: +10.00% Spell save: +6 (+1 eff.) Maximum mana: +40.00 Spellpower: +30 (+6 eff.) Rings can have magical properties. |
steel ring 'Shiverbiter' steel ring 'Shiverbiter'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Changes resistances: +3% cold Stun/Freeze immunity: +25% Life regen: +3.00 Mana each turn: +0.16 Spell crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
treant's gold ring treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +19% Disease immunity: +14% Rings can have magical properties. |
treant's voratun ring of pilfering treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +15 Defense: +12 (+4 eff.) Changes resistances: +8% nature / +10% blight Poison immunity: +25% Disease immunity: +20% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
warrior's voratun ring of power warrior's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +16 Changes stats: +8 Str Spellpower: +9 (+2 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
Arathra (166% power, 4 apr) Arathra (166% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 166% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +4 acid Damage (radius 2) on crit: +55 lightning / +63 cold When wielded/worn: Accuracy: +69 (+16 eff.) Armour penetration: +21 Changes stats: +14 Str / +6 Wil / +4 Cun Changes resistances penetration: +23% lightning / +31% cold / +10% mind / +21% all Changes damage: +20% physical Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Movement speed: +66% Massive two-handed battleaxes. |
Unerring Scalpel (111% power, 25 apr) 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: 55% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 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. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Phlegmransom the drakeskin leather belt Phlegmransom the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 57% Changes resistances: +15% nature / +15% fire Changes resistances penetration: +17% physical / +15% nature / +15% fire Changes damage: +24% physical A belt that goes around your waist. |
drakeskin leather belt 'Betyda' drakeskin leather belt 'Betyda'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +8 (+2 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +3% light / +9% blight / +14% fire / +9% darkness / +17% cold Spell save: +24 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Mental crit. chance: +14% Size category: +1 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 48 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
cashmere cloak 'Mayitira' (22 def, 12 armour) cashmere cloak 'Mayitira' (22 def, 12 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +22 (+8 eff.) Changes stats: +4 Mag Reduces incoming crit damage: 15.00% Physical save: +11 (+3 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +20% Only die when reaching: -110.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Armanarigas the silk robe (0 def, 0 armour) Armanarigas the silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +5 Str / +5 Mag / +6 Wil Changes resistances: +9% lightning / +9% temporal / +21% blight / +8% cold / +5% arcane / +13% all Changes damage: +11% lightning / +5% physical / +22% cold Spell save: +9 (+2 eff.) Life regen: +6.00 Maximum life: +92.00 Healing mod.: +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gutha the Healbutcher (15 def, 0 armour) Gutha the Healbutcher (15 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +25% lightning / +30% fire / +6% nature / +11% all Changes damage: +17% lightning Mental save: +18 (+6 eff.) Confusion immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Shimmerkin' (37 def, 14 armour) pair of drakeskin leather boots 'Shimmerkin' (37 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +37 (+13 eff.) Changes stats: +12 Dex Changes resistances: +6% lightning / +6% light / +12% fire / +6% cold / +9% darkness Changes resistances penetration: +15% lightning Infravision radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Wintergrit' (15 def, 5 armour) pair of drakeskin leather boots 'Wintergrit' (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+5 eff.) Changes resistances: +6% acid / +16% temporal / +15% fire / +5% arcane / +38% cold Reduces incoming crit damage: 15.80% Mental save: +6 (+2 eff.) Teleport immunity: +21% A pair of boots made of leather. |
Adussra the Skyspar (0 def, 3 armour) Adussra the Skyspar (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +15% temporal / +27% cold Changes resistances penetration: +25% lightning Changes damage: +21% lightning Life regen: +11.00 Stamina each turn: +2.00 Maximum stamina: +32.00 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. |
Eclipsemonster the dwarven-steel gauntlets (10 def, 2 armour) Eclipsemonster the dwarven-steel gauntlets (10 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +6.0% Armour: +2 Defense: +10 (+4 eff.) Fatigue: +3% Changes resistances: +2% physical Changes resistances penetration: +20% physical Changes damage: +12% darkness Critical mult.: +10.00% Life regen: +6.00 Stamina each turn: +1.00 Maximum stamina: +28.00 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. |
stone warden's drakeskin leather gloves of archery (0 def, 18 armour) stone warden's drakeskin leather gloves of archery (0 def, 18 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Armour: +18 Armour Hardiness: +11% Changes stats: +6 Dex / +6 Cun / +11 Con Changes resistances: +11% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Emelaldatira' (25 def, 3 armour) voratun gauntlets 'Emelaldatira' (25 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Armour: +3 Defense: +25 (+9 eff.) Fatigue: +5% Changes stats: +9 Cun / +12 Dex Changes resistances: +12% blight Changes damage: +6% arcane Teleport immunity: +20% Maximum life: +101.00 Healing mod.: +20% 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 18 cooldown : Effective talent level: 3.0 Power cost: 18 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. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Gorasta the hardened leather cap (0 def, 3 armour) Gorasta the hardened leather cap (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: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Wil Changes resistances: +29% cold / +9% fire / +3% temporal Allows you to breathe in: water Critical mult.: +5.00% A cap made of leather. |
drakeskin leather cap 'Lisyvea' (27 def, 14 armour) drakeskin leather cap 'Lisyvea' (27 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +27 (+9 eff.) Fatigue: +5% Changes resistances: +2% physical / +16% temporal / +15% light / +7% all Changes resistances penetration: +26% mind Changes damage: +9% acid Physical save: +15 (+4 eff.) Spell save: +6 (+1 eff.) Disease immunity: +21% Teleport immunity: +20% Only die when reaching: -40.00 life A cap made of leather. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +35 Defense: +25 (+9 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+4 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1139 alchemist agate 1139 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. |
4 onyx 4 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. |
5 aquamarine 5 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. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
8 sapphire 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Axe (dig speed 10 turns) Axe (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Fatigue: -9% Effects on melee hit: * 24% chance to reduce damage dealt by 24% * 24% chance to reduce all saves and defense by 29 Damage when hit (Melee): 4 darkness Changes stats: +12 Str / +4 Con Changes resistances penetration: +15% cold Changes damage: +9% mind / +9% cold Critical mult.: +20.00% Lowers spell cool-downs by: 10% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Hazeorder' (dig speed 5 turns) voratun pickaxe 'Hazeorder' (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 4 fire Changes stats: +13 Str / +8 Wil Changes resistances: +8% darkness / +17% fire Changes damage: +21% cold Maximum life: +35.00 Maximum stamina: +30.00 Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 emerald 10 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. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bethitira the dwarven lantern Bethitira the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 10 blight Changes stats: +5 Con / +6 Wil Changes resistances: +12% blight Changes damage: +18% temporal Critical mult.: +14.00% Life regen: +4.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Falirig the Brightvice Falirig the BrightvicePowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 15 fire Changes resistances: +9% blight / +7% fire / +3% physical Changes resistances penetration: +10% blight Only die when reaching: -40.00 life Maximum stamina: +30.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 444 cold damage (based on your Magic) Activation costs 18 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 156.00 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Yvuyada YvuyadaCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Dex Changes damage: +15% mind Mental save: +6 (+2 eff.) Blindness immunity: +26% Confusion immunity: +21% Psi when hit: +0.08 Light radius: +11 Infravision radius: +2 See stealth: +17 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.2 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Malistir' alchemist's lamp 'Malistir'Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 mind Changes stats: +5 Mag Changes resistances penetration: +10% mind Changes damage: +9% mind Psi when hit: +0.04 Spellpower: +12 (+2 eff.) Mental crit. chance: +4% Light radius: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Skymistress' alchemist's lamp 'Skymistress'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +11 (+4 eff.) Changes stats: +5 Str / +5 Dex / +7 Con Changes resistances: +12% lightning Physical save: +15 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +16 (+5 eff.) Stamina each turn: +3.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's dwarven lantern of the moons watchleader's dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% light Changes damage: +14% darkness Damage affinity(heal): +5% darkness Blindness immunity: +36% Confusion immunity: +28% Light radius: +9 Infravision radius: +4 See stealth: +18 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.2 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.2 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
60 alchemist bloodstone 60 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 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. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 597.18 fire damage (based on Magic) Activation costs 45 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 676.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 23 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Belatha the Umbraspire [power 295] (14 cooldown) Belatha the Umbraspire [power 295] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 57% Changes resistances: +6% blight / +6% cold Changes damage: +6% darkness It can be used to blast the opponent's mind dealing 330 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Torakath the Burnquench [power 370] (14 cooldown) Torakath the Burnquench [power 370] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +14 Changes stats: +3 Str Changes resistances: +6% nature Changes resistances penetration: +25% fire Changes damage: +9% physical / +6% fire Critical mult.: +20.00% It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 492 physical damage Activation puts all charms on cooldown for 14 turns. When used: * Reduce fatigue by 52% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of clear mind [power 3] (17 cooldown) quick voratun torque of clear mind [power 3] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
Rainoath [power 236] (14 cooldown) Rainoath [power 236] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +21% cold Changes damage: +6% mind Psi when hit: +0.08 It can be used to sting an enemy dealing 236 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of healing 'Chisin' [power 410] (14 cooldown) elven-wood totem of healing 'Chisin' [power 410] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +3.0% Physical power: +30 (+5 eff.) Changes stats: +6 Dex Changes resistances penetration: +25% physical Stamina each turn: +3.00 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
quick dragonbone totem of thorny skin [power 52] (15 cooldown) quick dragonbone totem of thorny skin [power 52] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 52 and armour hardiness by 70% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 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. |
Blindcutter the dragonbone wand of lightning storm [power 500] (14 cooldown) Blindcutter the dragonbone wand of lightning storm [power 500] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str Changes resistances: +15% acid Changes resistances penetration: +15% darkness Changes damage: +15% acid Physical save: +6 (+2 eff.) Stamina each turn: +3.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 100 lightning damage and will be dazed for 1 turn (500 total damage) Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 137 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 32 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Polema the yew wand of shielding [power 248] (18 cooldown) Polema the yew wand of shielding [power 248] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +9% fire / +1% physical Stun/Freeze immunity: +10% Teleport immunity: +20% It can be used to create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. When used: * Increase all damage by 17% for 2 turns. * Gain a 22% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Zanuhir [power 320] (18 cooldown) Zanuhir [power 320] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +18% blight / +6% temporal Changes resistances penetration: +25% blight Changes damage: +21% acid / +15% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Smolderstreak' [power 314] (18 cooldown) yew wand of shielding 'Smolderstreak' [power 314] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +20% blight Changes resistances penetration: +15% blight / +25% fire Changes damage: +6% acid / +9% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. When used: * Heal for 78. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Glowing Core Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
12 diamond 12 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz 5 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. |
8 amber 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Cyael the Ogre Doombringer level 40
37th Pyre 123rd year of Ascendancy at 00:47 see stats
By Cyael the Ogre Doombringer level 50
31st Dusk 123rd year of Ascendancy at 10:32 see stats
By Cyael the Ogre Doombringer level 32
4th Allure 123rd year of Ascendancy at 13:22 see stats
By Cyael the Ogre Doombringer level 45
55th Pyre 123rd year of Ascendancy at 23:09 see stats
By Cyael the Ogre Doombringer level 50
21st Dusk 123rd year of Ascendancy at 14:47 see stats
By Cyael the Ogre Doombringer level 43
51st Pyre 123rd year of Ascendancy at 03:45 see stats
By Cyael the Ogre Doombringer level 22
56th Dusk 122nd year of Ascendancy at 13:14 see stats
By Cyael the Ogre Doombringer level 38
43rd Regrowth 123rd year of Ascendancy at 21:54 see stats
By Cyael the Ogre Doombringer level 42
47th Pyre 123rd year of Ascendancy at 00:27 see stats
By Cyael the Ogre Doombringer level 38
47th Regrowth 123rd year of Ascendancy at 10:11 see stats
By Cyael the Ogre Doombringer level 32
4th Allure 123rd year of Ascendancy at 04:02 see stats
By Cyael the Ogre Doombringer level 36
26th Regrowth 123rd year of Ascendancy at 17:47 see stats
By Cyael the Ogre Doombringer level 22
62nd Dusk 122nd year of Ascendancy at 07:15 see stats
By Cyael the Ogre Doombringer level 27
73rd Haze 122nd year of Ascendancy at 16:15 see stats
By Cyael the Ogre Doombringer level 40
32nd Pyre 123rd year of Ascendancy at 14:38 see stats
By Cyael the Ogre Doombringer level 6
77th Pyre 122nd year of Ascendancy at 07:44 see stats
By Cyael the Ogre Doombringer level 22
58th Dusk 122nd year of Ascendancy at 01:41 see stats
By Cyael the Ogre Doombringer level 40
80th Regrowth 123rd year of Ascendancy at 08:11 see stats
By Cyael the Ogre Doombringer level 10
7th Flare 122nd year of Ascendancy at 05:15 see stats
By Cyael the Ogre Doombringer level 20
53rd Dusk 122nd year of Ascendancy at 05:15 see stats
By Cyael the Ogre Doombringer level 30
6th Decay 122nd year of Ascendancy at 19:40 see stats
By Cyael the Ogre Doombringer level 40
78th Regrowth 123rd year of Ascendancy at 23:40 see stats
By Cyael the Ogre Doombringer level 50
20th Dusk 123rd year of Ascendancy at 02:07 see stats
By Cyael the Ogre Doombringer level 26
72nd Haze 122nd year of Ascendancy at 14:02 see stats
By Cyael the Ogre Doombringer level 23
63rd Dusk 122nd year of Ascendancy at 17:08 see stats
By Cyael the Ogre Doombringer level 35
22nd Regrowth 123rd year of Ascendancy at 09:06 see stats
By Cyael the Ogre Doombringer level 36
27th Regrowth 123rd year of Ascendancy at 16:30 see stats
By Cyael the Ogre Doombringer level 40
35th Pyre 123rd year of Ascendancy at 17:23 see stats
By Cyael the Ogre Doombringer level 29
5th Decay 122nd year of Ascendancy at 22:41 see stats
By Cyael the Ogre Doombringer level 42
47th Pyre 123rd year of Ascendancy at 05:04 see stats
By Cyael the Ogre Doombringer level 22
58th Dusk 122nd year of Ascendancy at 00:10 see stats
By Cyael the Ogre Doombringer level 12
9th Flare 122nd year of Ascendancy at 05:19 see stats
By Cyael the Ogre Doombringer level 48
9th Dusk 123rd year of Ascendancy at 03:27 see stats
By Cyael the Ogre Doombringer level 8
7th Mirth 122nd year of Ascendancy at 15:08 see stats
By Cyael the Ogre Doombringer level 46
7th Mirth 123rd year of Ascendancy at 23:57 see stats
By Cyael the Ogre Doombringer level 22
56th Dusk 122nd year of Ascendancy at 20:12 see stats
By Cyael the Ogre Doombringer level 17
41st Dusk 122nd year of Ascendancy at 19:24 see stats
By Cyael the Ogre Doombringer level 31
3rd Allure 123rd year of Ascendancy at 15:04 see stats
Log
Cyael performs a melee critical strike against Training Dummy!
Cyael's spell attains critical power!
Cyael's spell attains critical power!
Training Dummy is stunned by the burning flame!
Cyael steals life from Training Dummy!
Cyael hits Training Dummy for 1650 physical, 28 fire (1678 total damage).
Burning Shock from Cyael hits Training Dummy for 73 fire damage.
Burning from Cyael hits Training Dummy for 70 fire damage.
Cyael receives 4 healing from Devouring flames from Cyael.
Cyael performs a melee critical strike against Training Dummy!
Training Dummy's armor corrodes!
Cyael steals life from Training Dummy!
Cyael hits Training Dummy for 1176 physical, 17 fire (1193 total damage).
Burning Shock from Cyael hits Training Dummy for 73 fire damage.
Burning from Cyael hits Training Dummy for 52 fire damage.
Cyael receives 4 healing from Devouring flames from Cyael.
Talent Pain Enhancement System is ready to use.
Talent Incinerating Blows is ready to use.
Cyael is no longer surging arcane power.
Cyael deactivates Flame of Urh'Rok.
Cyael deactivates Chant of Fortress.
Cyael deactivates Premonition.
Cyael deactivates Eternal Suffering.
Cyael deactivates Horrifying Blows.