Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 50 / 2672% |
Size | medium |
Lifes / Deaths | Killed by Velynor the chitinous spider at level 50 on the 67th Regrowth 124th year of Ascendancy at 09:15 / 2Killed by Atamathon the Giant Golem at level 50 on the 3rd Mirth 124th year of Ascendancy at 16:59 |
Primary Stats
Strength | 91 (base 60) |
Dexterity | 113 (base 60) |
Constitution | 39 (base 13) |
Magic | 96 (base 33) |
Willpower | 42 (base 8) |
Cunning | 99 (base 60) |
Resources
Life | -88/1297 |
Stamina | 83/327 |
Healing Factor | 1.2162543368031 |
Regeneration | 22.196641646656 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 10.080441152621 |
See Stealth | 44.698633710524 |
See Invisible | 44.698633710524 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 235 |
Accuracy | 70 |
Crit Chance | 100% |
APR | 41 |
Speed | 0.91 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 57% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 74 |
Crit Chance | 56% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Blight | +35% |
Arcane | +37% |
Cold | +28% |
All | +7% |
Darkness | +83% |
Light | +23% |
Temporal | +26% |
Physical | +152% |
Fire | +92% |
Mind | +16% |
Offense: Damage Penetration
Mind | +25% |
Lightning | +20% |
Darkness | +56% |
Temporal | +9% |
Blight | +26% |
Physical | +75% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 39 (69.687909656376%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 45 |
Mental Save | 47 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 61%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 60%( 70%) |
All | + 44%( 70%) |
Darkness | + 67%( 70%) |
Physical | + 68%( 70%) |
Mind | + 50%( 70%) |
Fire | + 70%( 70%) |
Lightning | + 70%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Confusion Resistance | 10% |
Teleport Resistance | 30% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 828% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 291 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 200 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 7 times. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cunning / Poisons | 2.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Mayuba the wolf. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glolebeth the ungolmor. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Silama (0 def, 5 armour) Silama (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Dex / +7 Mag / +6 Wil / +10 Cun / +14 Con Changes resistances penetration: +9% physical Changes damage: +18% arcane Critical mult.: +25.00% Spellpower on spell critical (stacks up to 3 times): +10 Mindpower: +9 (+2 eff.) Infravision radius: +4 Damage Shield penetration: +41% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | Zerotogar the quiver of dragonbone arrows (21/21, 86-120 power, 33 apr) Zerotogar the quiver of dragonbone arrows (21/21, 86-120 power, 33 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 85.5 - 119.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +33 Crit. chance: +42.0% Capacity: 21 On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Travel speed: +400% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +30 cold Arrows are used with bows to pierce your foes to death. |
Light source | Eremereyastir EremereyastirInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Changes stats: +8 Dex / +3 Con Changes resistances: +4% physical Changes resistances penetration: +15% physical Changes damage: +18% physical Maximum life: +48.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Prismtrail the elven-silk wizard hat (3 def, 14 armour) Prismtrail the elven-silk wizard hat (3 def, 14 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Changes stats: +6 Dex Changes resistances: +30% acid / +19% physical / +16% darkness / +12% mind Changes damage: +20% physical / +18% darkness / +9% light Maximum hate: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Infravision radius: +3 A pointy cloth hat, very wizardly... |
Tool | Stormpassion (dig speed 11 turns) =merch= Stormpassion (dig speed 11 turns) =merch=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 4 lightning / 4 arcane Changes stats: +12 Str / +6 Mag / +10 Wil Changes resistances: +6% arcane / +21% lightning Changes resistances penetration: +20% darkness Changes damage: +12% arcane Maximum mana: +57.00 Spell crit. chance: +10% Lowers spell cool-downs by: 10% Mental crit. chance: +15% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Defense: +15 (+4 eff.) Damage when hit (Melee): 4 nature Changes stats: +14 Mag / +7 Wil / +3 Con Changes resistances: +6% fire Changes damage: +3% physical Spell save: +14 (+5 eff.) Stun/Freeze immunity: +44% Life regen: +8.00 Stamina each turn: +3.20 Spellpower: +12 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Rhalathagar =44STUN= Rhalathagar =44STUN=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +5 Wil / +9 Mag Physical save: +18 (+6 eff.) Stun/Freeze immunity: +44% Knockback immunity: +20% Life regen: +8.00 Maximum life: +80.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Around waist | Galochak the Blastimmortal Galochak the BlastimmortalCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +21% blight / +5% arcane / +15% lightning Changes resistances penetration: +26% blight / +20% physical / +25% mind / +20% lightning Changes damage: +25% physical A belt that goes around your waist. |
In main hand | Belilravea BelilraveaRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (Ranged): +15 fire When wielded/worn: Armour: +8 Ammo reloads per turn: +6 Changes stats: +8 Cun / +6 Mag Changes resistances: +6% lightning Changes resistances penetration: +9% temporal / +14% physical Changes damage: +18% physical / +12% temporal / +24% fire Talent mastery: +0.15 Chronomancy / Bow Threading Teleport immunity: +10% Life regen: +2.00 Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | fearwoven elven-silk robe of alchemy (0 def, 0 armour) fearwoven elven-silk robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +19% acid / +20% physical / +20% fire / +20% cold / +15% all Changes resistances penetration: +20% darkness / +17% physical Changes damage: +23% acid / +44% physical / +25% darkness / +22% fire / +21% cold Talent cooldown: Refit Golem (-6 turns) Maximum hate: +15.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | elven-silk cloak 'Aledar' (18 def, 6 armour) =merch= elven-silk cloak 'Aledar' (18 def, 6 armour) =merch=Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +18 (+4 eff.) Changes resistances: +10% acid / +25% darkness / +10% fire / +10% cold / +6% lightning Changes resistances penetration: +16% darkness Changes damage: +25% darkness Stealth bonus: +25 Physical save: +27 (+9 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Stun/Freeze immunity: +24% Knockback immunity: +20% Teleport immunity: +20% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Sunenvy SunenvyPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +18% fire Changes resistances penetration: +10% fire Changes damage: +7% temporal / +8% darkness / +7% light / +28% blight / +39% fire / +9% mind / +7% physical Critical mult.: +38.00% Psi when hit: +0.04 Hate when firing a critical mind attack: +4.00 Spellpower: +29 (+6 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the warrior (res 36%; magical, mental; dur 4; cd 13) wild infusion of the warrior (res 36%; magical, mental; dur 4; cd 13)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Prismatic Rune (6 turns; lightning, physical, light, temporal, arcane, darkness) Prismatic Rune (6 turns; lightning, physical, light, temporal, arcane, darkness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 lightning, 3 physical, 3 light, 4 temporal, 5 arcane, 5 darkness It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 160; cd 12) shatter afflictions rune of the sneak (absorb 160; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 160 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 31; blocks 7; dur 4; cd 13) stormshield rune of the sneak (threshold 31; blocks 7; dur 4; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 7 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 25; blocks 5; dur 4; cd 15) stormshield rune of the warrior (threshold 25; blocks 5; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 25 up to 5 times. 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. |
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! |
Blastwilder =2MAG= Blastwilder =2MAG=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+2 eff.) Fatigue: -4% Changes stats: +7 Lck / +2 Mag Changes resistances: +15% lightning Life regen: +2.00 Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Infravision radius: +1 See invisible: +3 Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Blazewasp =26STUN= Blazewasp =26STUN=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +34% lightning Changes damage: +6% lightning / +9% fire Stun/Freeze immunity: +26% Mindpower: +10 (+2 eff.) Amulets make your neck look great! |
Brandblood the steel amulet Brandblood the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes resistances: +6% fire Changes resistances cap: +4% all Changes resistances penetration: +15% fire Changes damage: +18% blight Physical save: +10 (+4 eff.) Spell save: +9 (+3 eff.) Blindness immunity: +10% Poison immunity: +20% Confusion immunity: +10% Teleport immunity: +10% Maximum life: +80.00 Amulets make your neck look great! |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Gunamas GunamasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Changes resistances: +12% lightning Changes damage: +15% physical Stun/Freeze immunity: +21% Stamina each turn: +3.00 Maximum stamina: +20.00 Amulets make your neck look great! |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +5% all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 30 power out of 80/80) : Effective talent level: 1.0 Power cost: 30 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
cleansing voratun amulet of strength (+7) cleansing voratun amulet of strength (+7)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str Changes resistances: +22% nature / +24% blight Poison immunity: +40% Disease immunity: +36% Amulets make your neck look great! |
copper amulet of constitution (+3) =3CON= copper amulet of constitution (+3) =3CON=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets make your neck look great! |
enraging voratun amulet of soulsearing enraging voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes damage: +11% blight / +12% fire / +6% physical Critical mult.: +10.00% Spellpower: +9 (+2 eff.) Combat speed: +10% Amulets make your neck look great! |
mindweaver's stralite amulet mindweaver's stralite amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +11 (+3 eff.) Confusion immunity: +11% Mindpower: +8 (+2 eff.) Amulets make your neck look great! |
mindweaver's voratun amulet of vision mindweaver's voratun amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil Mental save: +11 (+3 eff.) Blindness immunity: +34% Confusion immunity: +20% Mindpower: +11 (+2 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
savior's voratun amulet savior's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +19 (+7 eff.) Spell save: +24 (+8 eff.) Mental save: +16 (+5 eff.) Amulets make your neck look great! |
serendipitous voratun amulet of vision serendipitous voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Defense: +15 (+4 eff.) Changes stats: +17 Lck Blindness immunity: +24% Infravision radius: +9 Sight radius: +2 See invisible: +14 Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
steel amulet 'Hellsswift' =5CON= steel amulet 'Hellsswift' =5CON=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +5 Con Changes resistances: +15% mind Changes resistances penetration: +25% mind / +15% fire Changes damage: +9% fire Confusion immunity: +28% Amulets make your neck look great! |
wanderer's voratun amulet of magic (+7) wanderer's voratun amulet of magic (+7)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +7 Dex / +5 Mag / +7 Cun / +6 Con Life regen: +4.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
Chargeraider the steel ring Chargeraider the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Defense: +30 (+7 eff.) Changes stats: +4 Con Changes resistances: +26% darkness Changes damage: +18% lightning / +6% physical / +13% darkness / +6% light Maximum stamina: +20.00 Rings make your fingers look great! |
Delygas the stralite ring Delygas the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +25 (+6 eff.) Changes stats: +3 Dex / +6 Mag / +5 Con Changes resistances: +2% physical Physical save: +15 (+5 eff.) Spell save: +12 (+4 eff.) Psi when hit: +0.08 Maximum stamina: +30.00 Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Vargh Redemption =6CON= Vargh Redemption =6CON=Infused 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 4 tidal wave that expands slowly over 7 turns, dealing 17.37 cold and 34.19 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
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. |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
conjurer's voratun ring of speed conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +8 (+2 eff.) Changes stats: +7 Mag / +5 Wil Spellpower: +11 (+2 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
copper ring of light (+20%) copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's voratun ring of darkness (+32%) gladiator's voratun ring of darkness (+32%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +8 Str / +8 Con Changes resistances: +32% darkness Changes damage: +16% darkness Rings make your fingers look great! |
gold citrine ring gold citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +9 Defense: +10 (+3 eff.) Light radius: +4 Infravision radius: +4 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold onyx ring gold onyx ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +8 Wil / +8 Cun / +3 Con Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
gold quartz ring gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Spell save: +13 (+4 eff.) Stun/Freeze immunity: +30% Maximum stamina: +19.00 Rings make your fingers look great! |
gold quartz ring =6MAG= gold quartz ring =6MAG=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
painweaver's gold ring of pilfering painweaver's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +10 Physical power: +7 (+1 eff.) Defense: +10 (+3 eff.) Changes damage: +6% all Spellpower: +8 (+1 eff.) Mindpower: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
painweaver's voratun ring of warding painweaver's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +17% acid / +21% fire / +21% lightning / +13% cold Changes damage: +6% all Spellpower: +5 (+1 eff.) Mindpower: +14 (+3 eff.) Rings make your fingers look great! |
rogue's stralite ring of pilfering rogue's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Defense: +17 (+4 eff.) Changes stats: +3 Cun It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's voratun ring of clarity sneakthief's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +10 Cun / +8 Dex Mental save: +11 (+3 eff.) Confusion immunity: +35% Rings make your fingers look great! |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +7 Wil Mindpower: +14 (+3 eff.) Rings make your fingers look great! |
solipsist's voratun ring of warding solipsist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +22% acid / +21% fire / +20% lightning / +15% cold Mindpower: +9 (+2 eff.) Rings make your fingers look great! |
steel onyx ring steel onyx ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Damage when hit (Melee): 2 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +8 Wil / +8 Cun / +3 Con Changes resistances: +28% nature / +18% cold Changes damage: +14% nature / +15% cold Mindpower: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Xyba' =3MAG= steel ring 'Xyba' =3MAG=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag / +2 Cun / +1 Con Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Silence immunity: +26% Confusion immunity: +22% Mana each turn: +0.13 Maximum psi: +20.00 Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +16.00 Maximum life: +55.00 Healing mod.: +13% Rings make your fingers look great! |
stralite ring of lightning (+24%) stralite ring of lightning (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
voratun Lifebinding Emerald ring voratun Lifebinding Emerald ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 30 light Damage (Ranged): 29 light Changes stats: +15 Con / +9 Mag Changes resistances: +10% blight Changes damage: +18% light Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 34 light Damage (Ranged): 33 light Changes stats: +8 Mag Changes damage: +19% light Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +7 Wil Stun/Freeze immunity: +60% Spellpower: +12 (+2 eff.) Rings make your fingers look great! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring of misery voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 41 Damage (Melee): 7 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 41 Damage (Ranged): 23 physical Changes stats: +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
wizard's voratun ring of power wizard's voratun ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +6 Mag Spell save: +12 (+4 eff.) Spellpower: +9 (+2 eff.) Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
Getesus (74-111 power, 8 apr) =wtf= Getesus (74-111 power, 8 apr) =wtf=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 74.0 - 111.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +34 (+9 eff.) Armour penetration: +42 Physical crit. chance: +14.0% Changes resistances penetration: +17% physical Critical mult.: +40.00% Massive two-handed battleaxes. |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (10-13 power, 0 apr) Moon (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Olyrostir (50-65 power, 9 apr) Olyrostir (50-65 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +15.0% Defense: +12 (+3 eff.) Changes stats: +3 Cun / +6 Wil Changes resistances: +3% light / +15% temporal Disarm immunity: +37% Maximum hate: +2.00 Sharp, short and deadly. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Velywyn the iron dagger (10-13 power, 5 apr) =6CON= Velywyn the iron dagger (10-13 power, 5 apr) =6CON=Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +3% darkness / +2% physical Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Life regen: +4.00 Maximum life: +19.00 Sharp, short and deadly. |
iron dagger of enduring (10-13 power, 5 apr) =5CON= iron dagger of enduring (10-13 power, 5 apr) =5CON=Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con / +5 Wil Maximum life: +16.00 Sharp, short and deadly. |
voratun greatsword 'Greenpunish' (82-132 power, 4 apr) voratun greatsword 'Greenpunish' (82-132 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.5 - 132.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +4 nature When wielded/worn: Changes stats: +12 Str / +12 Dex / +6 Mag / +9 Wil / +12 Cun / +10 Con Changes resistances penetration: +5% nature / +20% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
dragonbone longbow 'Tempestbreak' =merch= dragonbone longbow 'Tempestbreak' =merch=Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +54 lightning / +54 cold Damage (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +23.0% Changes stats: +3 Mag / +3 Con Changes resistances: +9% lightning / +6% arcane Changes damage: +33% lightning / +62% cold Spell save: +3 (+1 eff.) Disarm immunity: +24% Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 40 apr) Blade of Distorted Time (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 116 temporal damage and slows enemies in radius 6 of the target by 126% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 6 power out of 10/10) : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Freezewinnow (12-18 power, 2 apr) =2CUN= Freezewinnow (12-18 power, 2 apr) =2CUN=Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 130 acid damage (1/turn) Damage (radius 1) on hit: +8 cold When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% darkness Changes resistances penetration: +7% acid Changes damage: +6% acid Critical mult.: +15.00% Life regen: +4.00 Sharp, long, and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 120 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Anygrim the Icevortex Anygrim the IcevortexPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+3 eff.) Armour: +6 Fatigue: -5% Changes resistances: +3% cold Changes resistances penetration: +15% physical Critical mult.: +15.00% Maximum encumbrance: +24 A belt that goes around your waist. |
Arulrann the drakeskin leather belt =merch= Arulrann the drakeskin leather belt =merch=Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Defense: +15 (+4 eff.) Fatigue: -10% Changes stats: +5 Con Changes resistances: +9% acid / +13% fire / +3% light / +21% cold Changes damage: +3% blight / +12% temporal Critical mult.: +15.00% Maximum encumbrance: +54 Mental save: +14 (+4 eff.) Only die when reaching: -20.00 life Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
Boltwyrd the rough leather belt =3CON= Boltwyrd the rough leather belt =3CON=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +3 Con Changes resistances: +6% fire / +6% cold Changes damage: +3% lightning / +9% acid A belt that goes around your waist. |
Dageldir the rough leather belt =4CON= Dageldir the rough leather belt =4CON=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str / +4 Con Changes resistances: +6% acid Maximum encumbrance: +24 Mana each turn: +0.04 Light radius: +1 A belt that goes around your waist. |
Isatha the hardened leather belt Isatha the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +3% physical / +6% blight / +8% cold / +3% temporal / +7% fire Changes damage: +15% physical A belt that goes around your waist. |
Lisytha LisythaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +30 (+7 eff.) Damage when hit (Melee): 11 physical Changes stats: +6 Str / +5 Dex / +8 Wil / +8 Cun Changes resistances: +3% physical Changes damage: +9% physical Damage against: +45% Summoned Reduced damage from: +45% Summoned Critical mult.: +20.00% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Salymina the Blastzeal Salymina the BlastzealPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +11 Damage when hit (Melee): 4 physical Changes stats: +7 Dex / +4 Con Changes resistances penetration: +10% lightning / +10% cold Changes damage: +15% physical Only die when reaching: -40.00 life It can be used to create a temporary shield that absorbs 314 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist. |
rough leather belt 'Glitterwarden' =3CON= rough leather belt 'Glitterwarden' =3CON=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances: +6% fire / +6% light / +7% cold Changes resistances penetration: +15% darkness Reduces incoming crit damage: 15.00% A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Beturamira the cashmere cloak (2 def, 0 armour) =3CUN= Beturamira the cashmere cloak (2 def, 0 armour) =3CUN=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +6% darkness / +6% light Changes resistances penetration: +10% mind Spell save: +15 (+5 eff.) Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Branarakhad the cashmere cloak (2 def, 0 armour) =3CUN= Branarakhad the cashmere cloak (2 def, 0 armour) =3CUN=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +2% physical / +6% darkness / +6% light Spell save: +9 (+3 eff.) Disarm immunity: +10% Teleport immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient elven-silk robe of power (0 def, 0 armour) ancient elven-silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes resistances: +15% all Changes resistances penetration: +11% temporal / +14% physical Changes damage: +28% physical / +30% temporal / +17% all Spellpower: +18 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven silk robe of alchemy (0 def, 0 armour) fearwoven silk robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +16% acid / +13% physical / +14% fire / +18% cold / +13% all Changes resistances penetration: +9% darkness / +9% physical Changes damage: +13% acid / +29% physical / +9% darkness / +13% fire / +8% cold Talent cooldown: Refit Golem (-4 turns) Maximum hate: +9.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Glathra' (0 def, 0 armour) =8CON 6MAG= woollen robe 'Glathra' (0 def, 0 armour) =8CON 6MAG=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag / +5 Wil / +8 Con Changes resistances: +1% physical / +9% all Changes damage: +14% nature Physical save: +9 (+3 eff.) Poison immunity: +44% Disease immunity: +48% Mana each turn: +0.15 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 244 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Glimmermarrow the pair of drakeskin leather boots (0 def, 5 armour) =merch= Glimmermarrow the pair of drakeskin leather boots (0 def, 5 armour) =merch=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: +18 (+3 eff.) Armour: +5 Fatigue: -10% Changes stats: +2 Wil / +6 Cun / +6 Con Changes resistances penetration: +15% acid Maximum encumbrance: +41 Physical save: +40 (+13 eff.) Mental save: +19 (+6 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.37 Maximum mana: +80.00 Spellpower: +31 (+6 eff.) Mindpower: +18 (+4 eff.) Light radius: +4 A pair of boots made of leather. |
Koredunalin the pair of dwarven-steel boots (0 def, 4 armour) Koredunalin the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+7 eff.) Physical power: +25 (+5 eff.) Armour: +4 Fatigue: -5% Changes stats: +3 Str / +2 Con Maximum encumbrance: +38 Physical save: +11 (+4 eff.) Psi when hit: +0.08 Mindpower: +30 (+7 eff.) Mental crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Morningriver the pair of rough leather boots (0 def, 1 armour) Morningriver the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Damage when hit (Melee): 4 light Changes resistances: +3% acid Changes damage: +9% light / +6% physical Stamina each turn: +0.40 Maximum stamina: +12.00 Light radius: +3 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
pair of rough leather boots 'Bethamina' (0 def, 7 armour) pair of rough leather boots 'Bethamina' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+2 eff.) Armour: +7 Damage when hit (Melee): 6 physical Infravision radius: +2 A pair of boots made of leather. |
pair of rough leather boots of void walking (0 def, 1 armour) pair of rough leather boots of void walking (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +12% darkness / +11% temporal Changes resistances penetration: +12% darkness / +11% temporal Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +11% A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of invasion (0 def, 5 armour) undeterred pair of drakeskin leather boots of invasion (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Changes resistances penetration: +12% physical Silence immunity: +42% Confusion immunity: +47% Stun/Freeze immunity: +46% A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of strife (0 def, 4 armour) undeterred pair of dwarven-steel boots of strife (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Con / +4 Wil Changes resistances penetration: +5% physical Silence immunity: +31% Confusion immunity: +24% Stun/Freeze immunity: +20% Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of rough leather boots of speed (0 def, 1 armour) =21STUN= undeterred pair of rough leather boots of speed (0 def, 1 armour) =21STUN=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +21% Movement speed: +25% A pair of boots made of leather. |
Prismkin the voratun gauntlets (0 def, 3 armour) Prismkin the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Fatigue: +5% Damage (Melee): 9 blight Changes stats: +4 Str / +3 Wil / +4 Con Changes resistances: +7% blight / +6% temporal / +9% light Changes damage: +7% blight / +3% light Talent mastery: +0.20 Technique / Grappling Critical mult.: +12.00% Disarm immunity: +20% Spell crit. chance: +14% Mental crit. chance: +13% 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. |
Sludgegrip (0 def, 0 armour) =4CUN= Sludgegrip (0 def, 0 armour) =4CUN=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
alchemist's hardened leather gloves of dexterity (+2) (0 def, 2 armour) =4MAG= alchemist's hardened leather gloves of dexterity (+2) (0 def, 2 armour) =4MAG=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Damage (Melee): 3 acid / 6 fire / 3 cold / 5 lightning Changes stats: +2 Dex / +4 Mag / +4 Wil Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's dwarven-steel gauntlets (0 def, 2 armour) brawler's dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+3 eff.) 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. |
heroic hardened leather gloves of the nighthunter (0 def, 6 armour) heroic hardened leather gloves of the nighthunter (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Changes stats: +2 Cun Changes resistances: +8% darkness Mental save: +8 (+2 eff.) Maximum life: +40.00 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aduyavena (20 def, 3 armour) Aduyavena (20 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Defense: +20 (+5 eff.) Fatigue: +5% Changes stats: +6 Str / +6 Dex / +3 Con Changes resistances: +3% temporal Changes resistances penetration: +5% physical It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 757.9 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Arilaith (7 def, 11 armour) Arilaith (7 def, 11 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Armour: +11 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +7 Str / +1 Dex / +5 Con / +15 Lck Changes resistances: +6% lightning / +1% physical / +9% nature / +5% all Physical save: +15 (+5 eff.) Mental save: +12 (+4 eff.) Disease immunity: +20% Spell crit. chance: +4% Mental crit. chance: +7% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragonskull Helm (0 def, 20 armour) Dragonskull Helm (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Koryrin the Torchreaper (2 def, 0 armour) =4CUN= Koryrin the Torchreaper (2 def, 0 armour) =4CUN=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 69% Damage when hit (Melee): 10 fire Changes stats: +4 Cun Changes resistances: +6% fire Changes resistances penetration: +10% fire / +10% cold Mental save: +8 (+2 eff.) A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Scumbone the drakeskin leather cap (0 def, 5 armour) Scumbone the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Changes stats: +7 Str / +15 Dex Changes resistances: +6% acid / +16% darkness / +9% light / +14% cold / +3% nature / +12% fire Changes damage: +3% nature Infravision radius: +6 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 757.9 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
linen wizard hat of arcana (1 def, 0 armour) =4MAG= linen wizard hat of arcana (1 def, 0 armour) =4MAG=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +4 Wil Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
drakeskin leather armour 'Chodralakhad' (35 def, 8 armour) drakeskin leather armour 'Chodralakhad' (35 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +16.0% Physical power: +7 (+1 eff.) Armour: +8 Defense: +35 (+8 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Changes stats: +1 Wil / +1 Mag Changes resistances: +19% light / +19% darkness Critical mult.: +37.00% Reduces incoming crit damage: 10.00% Stamina each turn: +1.50 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +2 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 131 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Boriregorin the Blindvice (53/53, 70-98 power, 36 apr) =merch= Boriregorin the Blindvice (53/53, 70-98 power, 36 apr) =merch=Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +36 Crit. chance: +3.0% Capacity: 53 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 278 physical damage Damage Shield penetration (this weapon only): +35% Damage (Ranged): +16 blight / +60 physical / +24 darkness Damage (radius 1) on hit: +12 darkness / +57 fire Damage (radius 2) on crit: +20 darkness Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Tulivon' (21/21, 74-104 power, 18 apr) quiver of dragonbone arrows 'Tulivon' (21/21, 74-104 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 74.5 - 104.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +24.0% Capacity: 21 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +24 temporal / +16 blight / +41 cold / +20 mind Damage (radius 2) on crit: +12 blight / +8 mind Arrows are used with bows to pierce your foes to death. |
733 alchemist agate 733 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Arthoruisus the voratun pickaxe (dig speed 9 turns) =merch= Arthoruisus the voratun pickaxe (dig speed 9 turns) =merch=Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +5 Defense: +8 (+2 eff.) Changes stats: +6 Cun / +3 Str Changes resistances: +12% acid / +12% physical / +29% nature / +3% cold Changes damage: +20% nature Reduces incoming crit damage: 5.00% Mana each turn: +0.40 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cinderwilter (dig speed 5 turns) Cinderwilter (dig speed 5 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% fire / +13% nature / +5% arcane Changes resistances penetration: +20% physical / +15% arcane / +5% fire Changes damage: +3% arcane / +25% fire / +15% mind / +9% nature Mental save: +13 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
emerald 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. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Belulle BelulleCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +3 Con Changes resistances penetration: +20% physical Hate when firing a critical mind attack: +2.00 Light radius: +8 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. |
Brodakor the Aircrack Brodakor the AircrackPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +8 Defense: +39 (+8 eff.) Changes stats: +6 Mag Changes resistances penetration: +20% arcane / +32% lightning Changes damage: +12% physical Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +13 (+2 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Curepyre the dwarven lantern Curepyre the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances: +9% fire Changes resistances penetration: +25% nature Changes damage: +9% fire / +9% mind / +6% nature Physical save: +12 (+4 eff.) Blindness immunity: +38% Confusion immunity: +30% Light radius: +11 See stealth: +12 See invisible: +18 Healing mod.: +23% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 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 308.48 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 308.48 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(99 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Dourblast' alchemist's lamp 'Dourblast'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Effects on melee hit: * 20% chance to reduce damage dealt by 33% Changes resistances: +6% physical Changes resistances penetration: +15% physical Changes damage: +9% blight Physical save: +18 (+6 eff.) Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of corpselight brass lantern of corpselightPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 36 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Glarepyre' dwarven lantern 'Glarepyre'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +18% acid / +6% temporal Changes resistances penetration: +25% light / +25% physical Reduces incoming crit damage: 10.00% Physical save: +14 (+5 eff.) Light radius: +5 Healing mod.: +33% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 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." |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
73 alchemist bloodstone 73 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/3) Rod of Recall (2/3)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 122 power out of 349/400. 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 624.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 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. |
Manirab the dwarven-steel torque of gale force [power 275] (9 cooldown) Manirab the dwarven-steel torque of gale force [power 275] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +6.0% Changes stats: +5 Dex / +2 Con Changes resistances: +15% temporal Changes resistances penetration: +15% physical Changes damage: +9% temporal It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 693 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Runilen the ash totem of healing [power 218] (9 cooldown) Runilen the ash totem of healing [power 218] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +4 Defense: +30 (+7 eff.) Damage when hit (Melee): 8 arcane Knockback immunity: +20% Maximum life: +100.00 It can be used to heal yourself and all friendly characters within 10 spaces for 218 Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 230] (9 cooldown) yew totem of healing [power 230] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle [power 205] (15 cooldown) yew totem of summon tentacle [power 205] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 461 Base Damage: 217 Armor: 3 All Resist: 17 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
Blindnull [power 182] (9 cooldown) Blindnull [power 182] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Cun / +3 Wil Changes resistances: +3% light Maximum wards: +3 arcane / +3 temporal / +2 nature / +2 darkness Talent granted: +1 Ward Light radius: +1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Deadshot the Thalore Archer level 39
10th Flare 123rd year of Ascendancy at 04:17 see stats
By Deadshot the Thalore Archer level 50
15th Regrowth 124th year of Ascendancy at 17:24 see stats
By Deadshot the Thalore Archer level 39
8th Flare 123rd year of Ascendancy at 07:49 see stats
By Deadshot the Thalore Archer level 45
48th Dusk 123rd year of Ascendancy at 23:12 see stats
By Deadshot the Thalore Archer level 50
38th Haze 123rd year of Ascendancy at 23:28 see stats
By Deadshot the Thalore Archer level 42
35th Dusk 123rd year of Ascendancy at 05:36 see stats
By Deadshot the Thalore Archer level 50
73rd Pyre 124th year of Ascendancy at 13:19 see stats
By Deadshot the Thalore Archer level 10
6th Flare 122nd year of Ascendancy at 19:50 see stats
By Deadshot the Thalore Archer level 41
30th Dusk 123rd year of Ascendancy at 22:44 see stats
By Deadshot the Thalore Archer level 42
33rd Dusk 123rd year of Ascendancy at 08:37 see stats
By Deadshot the Thalore Archer level 26
70th Haze 122nd year of Ascendancy at 06:41 see stats
By Deadshot the Thalore Archer level 50
68th Regrowth 124th year of Ascendancy at 20:47 see stats
By Deadshot the Thalore Archer level 24
28th Haze 122nd year of Ascendancy at 14:32 see stats
By Deadshot the Thalore Archer level 32
58th Pyre 123rd year of Ascendancy at 04:36 see stats
By Deadshot the Thalore Archer level 50
62nd Regrowth 124th year of Ascendancy at 06:07 see stats
By Deadshot the Thalore Archer level 50
2nd Regrowth 124th year of Ascendancy at 01:49 see stats
By Deadshot the Thalore Archer level 10
3rd Mirth 122nd year of Ascendancy at 01:56 see stats
By Deadshot the Thalore Archer level 20
70th Dusk 122nd year of Ascendancy at 02:36 see stats
By Deadshot the Thalore Archer level 30
3rd Pyre 123rd year of Ascendancy at 10:25 see stats
By Deadshot the Thalore Archer level 40
3rd Dusk 123rd year of Ascendancy at 02:19 see stats
By Deadshot the Thalore Archer level 50
38th Haze 123rd year of Ascendancy at 15:48 see stats
By Deadshot the Thalore Archer level 50
39th Pyre 124th year of Ascendancy at 14:22 see stats
By Deadshot the Thalore Archer level 50
14th Regrowth 124th year of Ascendancy at 20:57 see stats
By Deadshot the Thalore Archer level 50
62nd Regrowth 124th year of Ascendancy at 15:15 see stats
By Deadshot the Thalore Archer level 50
29th Regrowth 124th year of Ascendancy at 21:38 see stats
By Deadshot the Thalore Archer level 29
58th Regrowth 123rd year of Ascendancy at 18:59 see stats
By Deadshot the Thalore Archer level 37
4th Flare 123rd year of Ascendancy at 04:57 see stats
By Deadshot the Thalore Archer level 24
28th Haze 122nd year of Ascendancy at 13:49 see stats
By Deadshot the Thalore Archer level 42
31st Dusk 123rd year of Ascendancy at 06:05 see stats
By Deadshot the Thalore Archer level 50
68th Regrowth 124th year of Ascendancy at 20:45 see stats
By Deadshot the Thalore Archer level 10
3rd Mirth 122nd year of Ascendancy at 18:30 see stats
By Deadshot the Thalore Archer level 50
78th Haze 123rd year of Ascendancy at 08:48 see stats
By Deadshot the Thalore Archer level 29
75th Regrowth 123rd year of Ascendancy at 21:52 see stats
By Deadshot the Thalore Archer level 50
68th Regrowth 124th year of Ascendancy at 20:47 see stats
By Deadshot the Thalore Archer level 49
23rd Haze 123rd year of Ascendancy at 08:28 see stats
By Deadshot the Thalore Archer level 10
11st Dusk 122nd year of Ascendancy at 09:16 see stats
By Deadshot the Thalore Archer level 46
63rd Dusk 123rd year of Ascendancy at 11:00 see stats
By Deadshot the Thalore Archer level 31
7th Pyre 123rd year of Ascendancy at 20:26 see stats
By Deadshot the Thalore Archer level 16
54th Dusk 122nd year of Ascendancy at 10:35 see stats
By Deadshot the Thalore Archer level 50
67th Regrowth 124th year of Ascendancy at 09:15 see stats
By Deadshot the Thalore Archer level 38
7th Flare 123rd year of Ascendancy at 06:57 see stats
Log
Deadshot's Snipe hits Atamathon the Giant Golem for (85 absorbed), 938 physical, 3 cold, 4 fire (945 total damage).
Atamathon the Giant Golem casts Eye Beam.
Deadshot reacts to damage from Atamathon the Giant Golem, mitigating the blow!.
Your resonance field crumbles under the damage!
The psychic field around Deadshot crumbles.
Atamathon the Giant Golem hits Deadshot for (285 reacted , -5 stam), (16 resonance), 503 cold (503 total damage).
LIFE LOST WARNING!
Mouse input temporarily disabled.
Deadshot casts Rune: Shatter Afflictions.
Deadshot can move freely once more.
A shield forms around Deadshot.
Deadshot uses Gift of the Woods.
Deadshot starts regenerating health quickly.
Deadshot uses Infusion: Movement.
Deadshot is moving at extreme speed!
Deadshot is pulled in!
Deadshot can barely stand!
Your shield crumbles under the damage!
The shield around Deadshot crumbles.
Atamathon the Giant Golem hits Deadshot for (104 absorbed), 0 fire, (96 absorbed), 91 light, 107 physical (198 total damage).
Atamathon the Giant Golem rushes out!
Atamathon the Giant Golem performs a melee critical strike against Deadshot!
Deadshot reacts to an attack from Atamathon the Giant Golem, mitigating the blow!.
Atamathon the Giant Golem says: 'GLORY TO THE HALFLINGS!'
Atamathon the Giant Golem hits Deadshot for (226 reacted , -5 stam), 411 cold (411 total damage).
Melee retaliation hits Atamathon the Giant Golem for 1 lightning, 0 nature, 0 arcane (2 total damage).
Deadshot the level 50 thalore archer was chilled to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.