
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 Adventure |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 50 / 7429% |
Size | medium |
Lifes / Deaths | Killed by Voriyalaith the skeleton magus at level 11 on the 8th Profit 122nd year of Ascendancy at 10:27 0 / 7Killed by ritch flamespitter at level 22 on the 13rd Dearth 122nd year of Ascendancy at 08:14 Killed by dragonsfire trap at level 23 on the 24th Dearth 122nd year of Ascendancy at 20:28 Killed by Emudakira the sandworm at level 49 on the 27th Wealth 123rd year of Ascendancy at 01:17 Killed by Eilinena the copperhead snake at level 50 on the 21st Shortage 123rd year of Ascendancy at 22:41 Killed by shadow at level 50 on the 7th Iron 124th year of Ascendancy at 17:44 Killed by Emydassra the orc pyromancer at level 50 on the 15th Loss 124th year of Ascendancy at 00:24 |
Primary Stats
Strength | 153 (base 60) |
Dexterity | 55 (base 27) |
Constitution | 78 (base 34) |
Magic | 121 (base 64) |
Willpower | 80 (base 16) |
Cunning | 77 (base 42) |
Resources
Mana | 574/574 |
Equilibrium | 50 |
Vim | 238/258 |
Life | 1652/1652 |
Stamina | 404/404 |
Insanity | 0/100 |
Healing Factor | 0.91253726562975 |
Regeneration | 5.7033579101859 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9.698648401781 |
Infravision | 16 |
See Stealth | 21 |
See Invisible | 23 |
Offense: Mainhand
Damage | 326 |
Accuracy | 83 |
Crit Chance | 48% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 135 |
Accuracy | 83 |
Crit Chance | 48% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 94 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Physical | +45% |
Darkness | +53% |
Light | +56% |
Nature | +24% |
Blight | +19% |
Arcane | +63% |
Cold | +39% |
All | +9% |
Offense: Damage Penetration
Lightning | +30% |
Physical | +20% |
Temporal | +30% |
Fire | +64% |
Arcane | +30% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 220.47981583595 (100%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 55 |
Physical Save | 80 |
Spell Save | 65 |
Mental Save | 53 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Physical | + 68%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 38%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Disarm Resistance | 90% |
Bleed Resistance | 20% |
Silence Resistance | 21% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 999% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 51% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 892 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Eldritch shield | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Demented / Calamity | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Blood Vengeance |
talent | Overkill |
talent | Jinxed Touch |
talent | Shield Wall |
talent | Shards |
talent | Elemental Harmony |
talent | Hardened Core |
talent | Premonition |
talent | Eldritch Infusion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1917. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within2 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 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. |
Light source | ![]() Requires: - Level 35 Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind / 12 blight Changes stats: +7 Wil Changes resistances: +15% light / +12% lightning Changes resistances penetration: +30% lightning / +20% arcane Changes damage: +13% darkness / +21% arcane Damage affinity(heal): +5% darkness Mana each turn: +0.24 Mana when firing critical spell: +2.48 Mindpower: +20 (+5 eff.) Light radius: +5 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 373.00 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +2.0% Physical power: +24 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +23 Str / +14 Wil Changes resistances: +12% blight / +29% physical Critical mult.: +25.14% Physical save: +29 (+6 eff.) A cap made of leather. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Changes resistances: +12% lightning / +16% temporal Changes resistances penetration: +10% arcane Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Physical save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Blindness immunity: +21% Silence immunity: +21% Disarm immunity: +50% Mana each turn: +0.24 Mana when firing critical spell: +2.07 Maximum life: +80.00 Damage Shield penetration: +20% 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. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +37 (+7 eff.) Physical power: +37 (+5 eff.) Changes stats: +4 Str / +3 Con Changes resistances penetration: +31% fire Changes damage: +27% light Light radius: +4 It can be used to blast the opponent's mind dealing 518 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 29% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +7 Mag / +16 Wil / +7 Cun Changes resistances: +29% acid / +30% fire / +27% lightning / +28% cold Changes damage: +9% arcane / +9% physical Maximum stamina: +30.00 Spellpower: +12 (+2 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 41 Changes stats: +6 Mag Changes resistances: +12% temporal Changes resistances penetration: +30% temporal Changes damage: +24% arcane Spell save: +18 (+5 eff.) Blindness immunity: +44% Spell crit. chance: +7% Infravision radius: +6 See stealth: +21 See invisible: +23 Damage Shield penetration: +37% Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Changes stats: +18 Str / +17 Dex / +19 Wil Changes resistances: +6% fire / +25% light / +22% darkness Blindness immunity: +49% Cut immunity: +20% Light radius: +2 Amulets make your neck look great! |
In main hand | ![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +5.0% Block value: +314 Damage (Melee): +20 light / +20 darkness When wielded/worn: Physical crit. chance: +5.0% Armour: +31 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +3 Str / +10 Mag / +11 Cun / +7 Con Changes resistances: +19% darkness / +20% temporal / +20% mind / +20% light Changes damage: +20% light / +18% darkness Talent granted: +1 Block Critical mult.: +5.00% Physical save: +15 (+3 eff.) Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (435) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Defense: +23 (+7 eff.) Changes stats: +6 Str / +8 Dex / +6 Cun / +10 Lck Changes resistances: +6% arcane Changes damage: +12% physical Critical mult.: +35.00% Trap disarming bonus: +30 Stealth bonus: +29 Infravision radius: +5 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 152% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +210 On weapon hit: * 20% chance to slow global speed by 70% Damage (radius 2) on crit: +16 light / +22 fire When wielded/worn: Armour: +17 Fatigue: +8% Damage when hit (Melee): 2 nature On shield block: * Deals 214 light and fire damage to each enemy blocked Changes stats: +5 Con Changes resistances: +9% nature / +22% cold / +9% light / +8% fire Changes damage: +15% nature Talent granted: +1 Block Physical save: +13 (+3 eff.) Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 cold Changes stats: +4 Str / +11 Con Changes resistances: +30% temporal / +30% darkness / +12% light Changes resistances penetration: +33% fire / +25% cold / +20% physical Changes damage: +30% cold Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +20 Fatigue: +22% Damage (Melee): 21 acid / 22 fire Damage when hit (Melee): 14 acid / 13 fire Changes resistances: +37% acid / +15% physical / +14% cold / +12% lightning / +43% fire Changes damage: +3% darkness Talent cooldown: Rush (-5 turns) Critical mult.: +39.98% Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +40% Life regen: +8.00 Stamina each turn: +2.50 Spell crit. chance: +4% A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 137.07 physical damage and 234.44 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
![]() 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 instantly heal yourself for 356 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 370 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -281 life. The duration and life will increase by 1% for every 1% life you have lost (currently 281 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() 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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -761 life. The duration and life will increase by 1% for every 1% life you have lost (currently 761 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 859% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 938% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 442 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 573 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 471 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 physical effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 46% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Powered by unknown forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff phial's content. Impawssible?! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 3 blight, 3 lightning 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 705 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 705 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 512.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 52% all resistance, you move 73% faster, and you are invisible (power 41). Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 19 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 138 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +25% lightning / +24% cold Changes damage: +9% mind / +30% physical Cut immunity: +25% Disarm immunity: +25% Stun/Freeze immunity: +44% Stamina each turn: +3.72 Maximum life: +60.00 Healing mod.: +15% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 33% * 15% chance to blind Changes stats: +5 Str Changes resistances: +25% nature / +18% temporal Changes resistances penetration: +20% physical Changes damage: +6% physical / +13% light / +12% darkness Critical mult.: +24.82% Life regen: +4.96 Healing mod.: +15% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 lightning / 4 darkness Changes stats: +6 Str / +6 Dex / +4 Cun / +7 Con Changes resistances: +10% fire / +12% darkness / +19% cold Changes resistances penetration: +5% lightning Changes damage: +6% lightning Life regen: +4.00 Stamina each turn: +1.10 Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 10 light / 10 lightning Changes resistances: +33% acid / +26% temporal Changes damage: +36% lightning / +15% light / +15% nature / +18% acid Pinning immunity: +44% Knockback immunity: +44% Light radius: +4 Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +6 Mag Changes resistances: +18% lightning / +12% cold Changes damage: +7% acid / +9% physical / +8% cold / +8% fire / +8% lightning Physical save: +31 (+6 eff.) Spell save: +22 (+6 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +25% Life regen: +4.96 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Combat speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 10% chance to reduce all saves and defense by 41 Changes stats: +18 Dex / +10 Cun / +10 Con Changes resistances: +6% mind / +6% fire Changes damage: +9% mind Blindness immunity: +40% Life regen: +5.00 Stamina each turn: +1.50 Equilibrium when hit: +0.12 Mental crit. chance: +5% Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances penetration: +25% lightning / +25% darkness / +25% nature Changes damage: +15% lightning / +9% darkness Talent mastery: +0.28 Cunning / Dirty fighting Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +30 (+9 eff.) Changes stats: +3 Con Changes resistances: +26% light / +18% darkness Changes resistances penetration: +25% physical Blindness immunity: +44% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum psi: +50.00 Mental crit. chance: +5% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 12 mind Changes stats: +8 Dex / +9 Cun / +10 Con Changes resistances: +3% lightning / +29% darkness / +30% fire / +30% cold / +30% light Changes damage: +6% cold Mental save: +3 (+1 eff.) Blindness immunity: +30% Life regen: +5.00 Stamina each turn: +1.50 Equilibrium when hit: +0.20 Mindpower: +20 (+5 eff.) Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +8.0% Changes stats: +3 Str / +5 Dex / +11 Cun Light radius: +2 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +37 (+7 eff.) Damage when hit (Melee): 12 temporal Changes stats: +9 Wil Changes resistances penetration: +31% physical Changes damage: +33% blight Spell save: +9 (+2 eff.) Stamina each turn: +3.70 Vim when firing critical spell: +2.47 Damage Shield penetration: +30% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Dex / +10 Wil / +9 Cun / +4 Con Changes resistances penetration: +10% blight / +26% arcane Reduces incoming crit damage: 15.52% Mana each turn: +0.16 Maximum mana: +103.44 Light radius: +3 Damage Shield penetration: +31% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Changes stats: +2 Wil Changes resistances penetration: +10% mind / +25% nature Changes damage: +12% arcane / +12% mind Blindness immunity: +24% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 392 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str Changes resistances: +9% acid / +12% temporal / +6% darkness / +12% lightning / +9% light Changes resistances penetration: +20% cold Changes damage: +6% lightning Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +7 Mag / +8 Cun Changes resistances penetration: +30% blight / +31% fire Talent mastery: +0.40 Technique / Superiority Light radius: +4 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 41 Damage when hit (Melee): 12 light Changes stats: +8 Wil Changes resistances: +24% acid / +12% blight / +18% darkness / +15% mind Changes resistances penetration: +30% light Spell save: +12 (+3 eff.) Stun/Freeze immunity: +25% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Changes resistances: +24% acid / +27% fire / +19% mind Changes resistances penetration: +25% acid Changes damage: +27% acid / +9% physical / +12% mind / +12% fire Combat speed: +10% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str / +2 Dex / +2 Mag / +3 Wil Changes damage: +5% acid / +6% light / +5% fire / +6% lightning / +5% cold Reduces incoming crit damage: 15.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +1 Infravision radius: +2 See invisible: +12 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (194). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Cun Changes resistances: +13% lightning / +3% cold Changes resistances penetration: +10% mind Changes damage: +6% blight Critical mult.: +10.00% Stun/Freeze immunity: +23% Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 lightning / 12 fire Changes stats: +10 Con Changes resistances: +37% fire Changes resistances penetration: +31% light Changes damage: +30% fire Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Infused 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... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% fire / +11% cold Spell save: +12 (+3 eff.) Teleport immunity: +10% Mana when firing critical spell: +1.00 Only die when reaching: -40.00 life Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes resistances penetration: +5% light Mental save: +3 (+1 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.08 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +25 (+7 eff.) Changes stats: +4 Str / +8 Con Changes resistances: +12% fire Changes resistances penetration: +25% physical Changes damage: +6% darkness Physical save: +19 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +17 (+6 eff.) Maximum stamina: +30.00 Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Physical save: +25 (+5 eff.) Spell save: +22 (+6 eff.) Mental save: +25 (+8 eff.) Mana each turn: +0.51 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +52.00 Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +7% darkness / +8% temporal / +8% light / +6% physical Talent masteries: +0.34 Technique / Finishing moves +0.34 Cursed / Dark sustenance Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +11 Mag Changes damage: +8% darkness / +7% temporal / +8% light / +7% physical Mana each turn: +0.59 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +56.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str / +6 Dex / +7 Wil Changes resistances: +13% temporal Changes damage: +6% blight / +6% arcane Cut immunity: +80% Pinning immunity: +33% Knockback immunity: +28% Spell crit. chance: +4% Healing mod.: +17% Damage Shield penetration: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 293 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 33% Damage when hit (Melee): 8 mind Changes resistances: +18% lightning / +15% light / +32% blight / +18% cold / +44% nature Poison immunity: +44% Disease immunity: +41% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Physical save: +14 (+3 eff.) Blindness immunity: +26% Life regen: +3.00 Maximum life: +51.00 Infravision radius: +7 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce armor by 48% Changes stats: +8 Wil Changes resistances: +9% lightning / +25% light Changes resistances penetration: +20% lightning Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +124.90 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane / 12 temporal Changes resistances: +9% acid / +6% arcane / +30% light / +27% darkness Changes resistances penetration: +20% arcane / +31% temporal Blindness immunity: +45% Amulets make your neck look great! |
![]() Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Dex Changes resistances: +25% blight / +30% nature / +36% lightning Changes resistances penetration: +25% mind Changes damage: +18% mind Poison immunity: +49% Disease immunity: +50% Cut immunity: +25% Maximum life: +120.00 Mental crit. chance: +6% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +11 Wil / +10 Con Changes resistances: +21% blight Changes resistances penetration: +25% blight Changes damage: +24% arcane Mana when firing critical spell: +2.50 Spellpower on spell critical (stacks up to 3 times): +12 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +8 Con Changes resistances: +36% nature Changes damage: +18% nature / +37% cold Pinning immunity: +25% Stun/Freeze immunity: +25% Life regen: +4.96 See invisible: +18 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25 arcane resource burn Changes stats: +3 Str / +2 Mag / +14 Wil / +6 Con Changes resistances: +14% blight / +15% nature / +6% acid Spell save: +15 (+4 eff.) Mental save: +20 (+7 eff.) Poison immunity: +30% Disease immunity: +30% Maximum stamina: +39.00 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+1 eff.) Effects on melee hit: * 25% chance to reduce armor by 48% Changes stats: +5 Mag Changes resistances: +12% acid Changes resistances penetration: +20% blight / +25% arcane Spell save: +15 (+4 eff.) Vim when firing critical spell: +2.50 Maximum mana: +80.00 Maximum vim: +62.45 Spellpower: +12 (+2 eff.) Mindpower: +13 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 38 Damage when hit (Melee): 4 blight Changes resistances: +40% fire / +24% light / +6% arcane Changes damage: +20% fire Reduces incoming crit damage: 15.00% Blindness immunity: +25% Pinning immunity: +25% Maximum life: +40.00 Light radius: +4 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +34% nature / +18% cold Changes resistances penetration: +20% blight / +20% darkness / +25% light Changes damage: +18% blight / +12% light / +21% darkness / +17% nature Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Changes stats: +6 Mag / +5 Wil / +12 Cun / +3 Con Changes resistances: +9% acid Changes damage: +9% acid Critical mult.: +24.66% Physical save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Stamina each turn: +3.70 Spellpower: +15 (+3 eff.) Mental crit. chance: +8% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +27% lightning / +3% physical / +9% darkness / +40% fire / +25% nature / +6% arcane Changes damage: +20% fire Spell save: +12 (+3 eff.) Disarm immunity: +25% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 33% * 25% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes stats: +10 Wil Changes resistances penetration: +31% blight Mental save: +20 (+7 eff.) Mana each turn: +0.20 Mana when firing critical spell: +2.47 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +35 (+7 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +37 (+5 eff.) Armour: +20 Defense: +37 (+11 eff.) Effects on melee hit: * 25% chance to reduce damage dealt by 33% Changes resistances: +40% lightning Changes resistances penetration: +20% blight Changes damage: +20% lightning / +15% darkness Only die when reaching: -80.00 life Rings make your fingers look great! |
![]() Requires: - Level 15 Powered 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. This item has been sent to the Item's Vault. |
![]() Powered 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. |
![]() Powered 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. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 70% Changes resistances: +19% mind / +6% light / +6% arcane Changes damage: +9% acid Critical mult.: +25.00% Spell save: +9 (+2 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +45% Psi when hit: +0.40 Maximum psi: +20.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 33% Changes stats: +12 Wil Changes resistances: +15% light / +9% temporal Changes damage: +24% darkness Critical mult.: +24.82% Stun/Freeze immunity: +44% Life regen: +6.00 Hate when firing a critical mind attack: +4.00 Mindpower: +20 (+5 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +6 Defense: +30 (+9 eff.) Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex / +7 Con Changes resistances: +24% blight Physical save: +12 (+2 eff.) Life regen: +25.00 Maximum life: +100.00 Healing mod.: +19% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +37 (+10 eff.) Changes resistances: +30% lightning Changes resistances penetration: +30% mind / +31% darkness Changes damage: +15% lightning Reduces incoming crit damage: 18.49% Stamina each turn: +3.70 Only die when reaching: -98.63 life See invisible: +24 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 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. |
![]() Crafted 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 (+1 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 (+2 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +27% lightning Changes resistances penetration: +30% lightning Changes damage: +8% all Critical mult.: +24.98% Mental save: +22 (+7 eff.) Spellpower: +13 (+3 eff.) Mindpower: +54 (+12 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 6 blight Changes resistances: +3% blight / +5% arcane Changes damage: +21% blight Mental save: +12 (+4 eff.) Confusion immunity: +38% Life regen: +11.00 Maximum life: +76.00 Movement speed: +17% Healing mod.: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 41 Damage (Melee): 35 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 41 Damage (Ranged): 32 physical Changes stats: +17 Cun / +8 Wil Changes damage: +9% temporal Critical mult.: +15.00% Mental save: +13 (+5 eff.) Confusion immunity: +39% Mana each turn: +0.08 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Spell crit. chance: +4% Mindpower: +11 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 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! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +4 Wil Changes resistances penetration: +25% darkness / +20% blight Critical mult.: +10.00% Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 41 * 25% chance to reduce armor by 48% Damage (Melee): 29 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 41 Damage (Ranged): 29 physical Changes stats: +9 Cun Changes damage: +21% acid / +21% light Critical mult.: +24.66% Mental save: +21 (+7 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Mindpower: +37 (+8 eff.) Mental crit. chance: +6% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +4 Physical power: +20 (+2 eff.) Armour: +18 Changes stats: +12 Str Changes resistances: +24% light Changes damage: +36% blight Stamina each turn: +3.75 Spellpower on spell critical (stacks up to 3 times): +6 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +15 (+2 eff.) Armour: +18 Defense: +37 (+10 eff.) Changes stats: +9 Str Changes damage: +24% mind / +21% darkness Stamina each turn: +3.70 Only die when reaching: -98.63 life Maximum stamina: +36.99 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +12% lightning / +18% fire / +18% cold / +12% nature / +5% arcane Changes damage: +24% darkness Spell save: +18 (+5 eff.) Maximum stamina: +34.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +7 Str / +7 Con Life regen: +11.00 Maximum life: +73.00 Healing mod.: +11% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +8 Str / +7 Con Life regen: +12.00 Maximum life: +86.00 Healing mod.: +19% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Damage (Melee): 38 light Damage (Ranged): 33 light Changes stats: +10 Dex / +9 Mag Changes damage: +20% light Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+2 eff.) Changes damage: +7% all Life regen: +17.00 Maximum life: +88.00 Spellpower: +17 (+3 eff.) Mindpower: +17 (+4 eff.) Healing mod.: +17% Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Mag Life regen: +14.00 Maximum life: +72.00 Spellpower: +15 (+3 eff.) Healing mod.: +17% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Spell save: +15 (+4 eff.) Life regen: +15.00 Maximum life: +87.00 Maximum stamina: +20.00 Healing mod.: +16% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +14 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +10 (+4 eff.) Life regen: +17.00 Maximum life: +72.00 Healing mod.: +17% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +9 Cun / +8 Dex Life regen: +20.00 Maximum life: +81.00 Healing mod.: +16% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +10 Cun / +9 Dex Changes resistances: +40% light Changes damage: +20% light Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 28 light Damage (Ranged): 38 light Changes stats: +7 Mag / +8 Wil / +6 Cun Changes damage: +16% light Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes stats: +9 Wil Changes resistances: +9% light Changes damage: +12% mind Disease immunity: +20% Silence immunity: +25% Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +69% Teleport immunity: +20% Maximum life: +32.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Damage when hit (Melee): 2 cold Changes stats: +6 Dex / +5 Mag / +6 Wil / +8 Cun Changes resistances penetration: +10% cold Changes damage: +3% arcane Mental save: +9 (+3 eff.) Confusion immunity: +33% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +20.00 Spellpower: +12 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +30 (+4 eff.) Critical mult.: +24.82% Blindness immunity: +44% Maximum hate: +12.00 Maximum psi: +62.05 Mindpower: +37 (+8 eff.) Mental crit. chance: +9% Infravision radius: +6 See stealth: +14 See invisible: +21 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% nature / +30% lightning Changes damage: +20% nature / +15% lightning Spell save: +12 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +9.00 Psi when hit: +0.12 Vim when firing critical spell: +2.50 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +40.00 Spellpower: +15 (+3 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +14 (+2 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 41 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 41 Damage (Ranged): 35 physical Changes stats: +13 Str / +10 Cun / +9 Con Changes resistances: +19% mind / +2% physical Changes damage: +19% mind / +15% physical Teleport immunity: +10% Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 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! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Changes stats: +8 Mag / +8 Wil Changes resistances: +29% acid / +30% fire / +27% cold / +6% arcane / +27% lightning Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +18 (+6 eff.) Only die when reaching: -40.00 life Maximum life: +120.00 Spellpower: +15 (+3 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Changes resistances: +12% blight Changes resistances penetration: +31% blight Changes damage: +9% mind Critical mult.: +20.00% Silence immunity: +50% Mana each turn: +0.38 Maximum vim: +40.00 Spell crit. chance: +10% Damage Shield penetration: +37% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Defense: +5 (+1 eff.) Changes resistances: +36% light / +6% mind / +40% darkness Changes damage: +20% darkness / +18% light Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Disarm immunity: +20% Spellpower: +12 (+2 eff.) Mindpower: +11 (+3 eff.) Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +16.00 Maximum life: +62.00 Healing mod.: +14% Rings make your fingers look great! |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% 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 200 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." |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Damage when hit (Melee): 6 physical Changes stats: +16 Wil / +15 Cun / +2 Con Changes resistances: +3% blight Changes resistances penetration: +5% physical Damage against: +77% Summoned Reduced damage from: +90% Summoned Critical mult.: +15.00% Physical save: +15 (+3 eff.) Only die when reaching: -80.00 life Mindpower: +12 (+3 eff.) A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 38 * 25% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 arcane Changes stats: +6 Dex / +8 Wil / +13 Cun / +8 Lck Changes resistances: +6% arcane Changes resistances penetration: +5% temporal Changes damage: +3% blight Damage against: +45% Summoned Reduced damage from: +39% Summoned Trap disarming bonus: +30 Stealth bonus: +15 Life regen: +2.90 Infravision radius: +6 Healing mod.: +29% A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Defense: +23 (+7 eff.) Effects on melee hit: * 10% chance to slow global speed by 70% * 20% chance to reduce all saves and defense by 41 Damage when hit (Melee): 4 nature Changes stats: +6 Dex / +4 Wil / +6 Cun Changes resistances: +6% light Stealth bonus: +8 Mental save: +15 (+5 eff.) Blindness immunity: +10% Cut immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +20% Maximum life: +77.00 Mental crit. chance: +15% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +3 Mag / +2 Wil / +5 Cun / +7 Lck Changes damage: +9% blight Trap disarming bonus: +20 Stealth bonus: +10 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Spellpower: +20 (+4 eff.) Infravision radius: +5 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce armor by 48% Changes resistances: +12% light / +18% temporal Physical save: +12 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +22 (+7 eff.) Stun/Freeze immunity: +25% Maximum life: +70.00 Healing mod.: +25% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +11 Mag / +24 Wil / +8 Cun Changes resistances: +9% nature / +15% light Changes damage: +12% light Damage against: +42% Summoned Reduced damage from: +39% Summoned Mental save: +15 (+5 eff.) Maximum life: +110.00 Spell crit. chance: +6% Light radius: +4 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +7 Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 38 Changes stats: +4 Cun / +4 Dex Changes resistances: +6% light / +6% blight Physical save: +10 (+2 eff.) Maximum life: +85.00 Maximum mana: +51.00 Maximum stamina: +49.00 Maximum hate: +13.00 Maximum psi: +25.00 Maximum vim: +23.00 Maximum pos.energy: +24.00 Maximum neg.energy: +25.00 Mental crit. chance: +8% Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
![]() Requires: - Level 15 Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +10 Changes resistances: +7% acid / +8% fire / +6% cold / +8% lightning Changes resistances penetration: +25% physical Physical save: +12 (+2 eff.) Only die when reaching: -80.00 life Maximum stamina: +30.00 Maximum psi: +40.00 Mental crit. chance: +3% A belt that goes around your waist. This item has been sent to the Item's Vault. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +13 Defense: +11 (+3 eff.) Critical mult.: +14.00% Physical save: +21 (+4 eff.) A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 arcane Changes stats: +4 Str / +3 Wil / +4 Con Changes resistances: +8% acid / +40% cold / +10% fire / +5% arcane / +10% lightning Changes resistances penetration: +20% arcane Changes damage: +12% arcane Equilibrium when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +42 (+8 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Fatigue: -9% Damage when hit (Melee): 8 mind Changes stats: +4 Str / +9 Dex / +6 Cun / +6 Con Changes damage: +9% cold Talent mastery: +0.40 Technique / Combat training Spell save: +15 (+4 eff.) Stamina each turn: +1.10 Hate when firing a critical mind attack: +3.00 Maximum life: +110.00 Maximum stamina: +32.00 Mindpower: +37 (+8 eff.) Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Physical crit. chance: +7.0% Armour: +8 Defense: +23 (+7 eff.) Damage when hit (Melee): 6 physical Changes stats: +6 Cun / +6 Wil Changes resistances: +21% lightning Changes damage: +27% physical Reduces incoming crit damage: 18.49% Maximum stamina: +36.99 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +32 (+9 eff.) Damage when hit (Melee): 4 physical Changes stats: +9 Str / +4 Wil / +4 Cun / +3 Con Physical save: +9 (+2 eff.) Mental crit. chance: +6% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 10 arcane resource burn * 25% chance to slow global speed by 70% Changes stats: +6 Str / +5 Con Changes resistances: +9% acid / +9% light / +10% fire / +5% arcane / +10% cold / +3% nature / +10% lightning Changes damage: +3% light Physical save: +30 (+6 eff.) Spell save: +9 (+2 eff.) Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+6 eff.) Changes resistances: +10% acid / +25% darkness / +10% cold / +10% fire / +6% mind / +10% lightning Changes resistances penetration: +20% darkness / +31% acid Changes damage: +3% acid / +6% fire / +25% darkness / +18% mind Stealth bonus: +25 Physical save: +12 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Level 35 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / -30% arcane / +20% fire / +20% nature / +20% cold Changes resistances cap: +10% lightning / +10% darkness / -30% arcane / +10% fire / +10% nature / +10% cold It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 lightning Changes stats: +4 Str / +4 Con Changes resistances: +36% fire Changes resistances penetration: +31% darkness / +31% fire Changes damage: +12% lightning / +21% fire / +15% arcane It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +23 Changes stats: +4 Wil / +6 Cun / +6 Con Changes resistances: +15% acid / +12% temporal / +9% blight / +15% fire / +10% cold / +13% lightning Reduces incoming crit damage: 18.61% Physical save: +25 (+5 eff.) Spell save: +9 (+2 eff.) Mental save: +25 (+8 eff.) Infravision radius: +3 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 10 temporal Changes stats: +4 Mag Changes resistances: +12% lightning Changes resistances penetration: +25% arcane / +20% lightning Changes damage: +15% arcane Lowers spell cool-downs by: 10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+6 eff.) Effects on melee hit: * 25% chance to reduce damage dealt by 33% Damage when hit (Melee): 4 arcane / 4 cold Changes resistances: +30% temporal / +33% darkness / +6% arcane Changes resistances penetration: +20% darkness / +18% temporal Changes damage: +9% arcane Spellpower: +13 (+3 eff.) Defense after a teleport: +30 Resist all after a teleport: +18% New effects duration reduction after a teleport: +29% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +20 Changes resistances: +13% acid / +11% fire / +13% lightning / +20% cold Changes resistances penetration: +12% physical Maximum psi: +40.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +2% Infravision radius: +2 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Wil / +6 Cun / +12 Con Changes resistances: +13% lightning / +14% temporal Changes resistances penetration: +8% physical Changes damage: +18% arcane Physical save: +25 (+5 eff.) Mental save: +21 (+7 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Mindpower: +8 (+2 eff.) Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 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 35 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 4 light Changes stats: +26 Lck / +16 Dex Changes resistances: +15% cold Changes resistances penetration: +25% light / +25% arcane Changes damage: +6% arcane Stealth bonus: +30 Life regen: +11.00 Healing mod.: +20% A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+5 eff.) Fatigue: -10% Effects on melee hit: * 25% chance to reduce armor by 48% Changes stats: +4 Cun / +4 Con Changes resistances: +15% lightning / +15% temporal / +6% arcane Changes damage: +12% arcane / +9% acid Stamina each turn: +0.90 Maximum life: +49.00 See invisible: +6 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 25% chance to reduce all saves and defense by 41 Damage when hit (Melee): 10 light Changes stats: +10 Mag Changes resistances: +30% fire Changes resistances penetration: +30% temporal / +30% light / +20% fire Changes damage: +10% acid / +36% temporal / +8% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances penetration: +15% temporal Changes damage: +15% temporal / +10% physical Mental save: +9 (+3 eff.) Silence immunity: +45% Confusion immunity: +50% Stun/Freeze immunity: +45% Equilibrium when hit: +0.08 Spellpower: +13 (+3 eff.) Mental crit. chance: +8% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Effects on melee hit: * 25% chance to reduce damage dealt by 33% Damage when hit (Melee): 12 darkness Changes resistances: +24% darkness / +18% cold Changes resistances penetration: +31% blight Changes damage: +30% arcane / +21% darkness Maximum encumbrance: +50 Physical save: +15 (+3 eff.) A pair of boots made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +29 Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Con / +6 Wil Changes resistances: +31% acid / +6% light / +29% cold / +38% fire / +6% mind / +29% lightning Changes resistances penetration: +10% physical Poison immunity: +25% Only die when reaching: -60.00 life Mindpower: +8 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +31 (+9 eff.) Changes stats: +27 Dex Changes resistances: +26% darkness / +27% temporal Changes resistances penetration: +19% darkness / +20% temporal Changes damage: +15% blight Mana each turn: +0.12 Mana when firing critical spell: +2.50 Spellpower: +35 (+7 eff.) Spell crit. chance: +2% Defense after a teleport: +27 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +30 (+4 eff.) Armour: +5 Fatigue: +4% Changes stats: +9 Str / +10 Con Changes resistances: +27% lightning / +5% physical / +21% cold Changes resistances penetration: +20% physical Changes damage: +26% physical Maximum stamina: +37.23 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +23 Fatigue: -5% Changes resistances: +30% lightning / +15% temporal / +9% light / +2% physical / +15% fire / +15% cold / +15% acid Changes resistances penetration: +10% acid Changes damage: +9% acid Critical mult.: +5.00% Maximum encumbrance: +38 Physical save: +11 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +35 (+10 eff.) Fatigue: +5% Changes stats: +3 Dex Changes resistances penetration: +31% mind / +25% arcane Mental save: +22 (+7 eff.) Life regen: +11.00 Stamina each turn: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum stamina: +36.00 Spell crit. chance: +3% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% 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. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Str / +10 Mag / +4 Wil Critical mult.: +24.66% Spell save: +12 (+3 eff.) Mana when firing critical spell: +2.47 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +20 (+4 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. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +3 Damage when hit (Melee): 10 mind / 12 light Changes stats: +6 Str / +5 Wil Changes resistances: +15% nature / +12% light Changes resistances penetration: +30% fire Psi when hit: +0.36 Maximum psi: +50.00 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. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +2 Damage (Melee): 13 arcane Changes stats: +3 Str / +11 Mag / +10 Wil / +4 Cun Changes resistances: +10% arcane / +6% light Changes damage: +7% arcane Spellpower: +12 (+2 eff.) 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. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +25 (+3 eff.) Armour: +5 Defense: +35 (+10 eff.) Fatigue: +5% Changes resistances: +13% acid / +12% fire / +44% lightning / +15% cold Spell save: +18 (+5 eff.) Only die when reaching: -99.28 life Spellpower: +30 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 33% Damage when hit (Melee): 4 darkness Changes stats: +6 Mag / +7 Con Changes resistances: +24% light / +6% blight Changes resistances penetration: +15% darkness Changes damage: +18% darkness / +13% arcane / +16% light Mana each turn: +2.10 Mana when hit: +1.80 Maximum mana: +82.00 Spellpower: +8 (+2 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 light / 12 fire Changes stats: +11 Str / +10 Con Changes resistances: +19% mind Changes resistances penetration: +20% light Changes damage: +6% fire Mental save: +26 (+8 eff.) Confusion immunity: +50% Light radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 1273.8 Physical damage. If the attack hits, the target is confused (40% 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. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +14 Str / +3 Mag / +4 Wil / +1 Cun Changes resistances: +12% nature / +9% fire / +17% light / +19% darkness Spell save: +7 (+2 eff.) Maximum life: +110.00 Light radius: +3 Healing mod.: +18% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 1273.8 Physical damage. If the attack hits, the target is confused (40% 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 38 Damage when hit (Melee): 6 cold Changes stats: +4 Str / +11 Wil / +5 Con Changes resistances: +15% acid / +22% blight / +15% fire / +14% cold / +14% lightning Changes damage: +6% blight Critical mult.: +5.00% Mental save: +19 (+7 eff.) Hate when firing a critical mind attack: +1.00 A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +25 (+3 eff.) Armour: +25 Fatigue: +5% Changes stats: +6 Dex / +9 Mag Changes resistances: +25% cold Allows you to breathe in: water Physical save: +15 (+3 eff.) Stamina each turn: +3.70 A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +7.0% Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +4 Dex / +6 Cun / +17 Lck Changes resistances: +7% all Reduces incoming crit damage: 18.49% Physical save: +15 (+3 eff.) Mana when firing critical spell: +2.47 Maximum mana: +100.00 Spell crit. chance: +10% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str Changes resistances: +28% blight / +6% cold / +25% darkness / +3% mind Changes damage: +6% acid Spell save: +54 (+14 eff.) Mental save: +28 (+9 eff.) Cut immunity: +27% Disarm immunity: +27% Only die when reaching: -80.00 life Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 45 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +30 Defense: +5 (+1 eff.) Fatigue: +12% Effects on melee hit: * 25% chance to slow global speed by 70% * 25% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% nature Changes damage: +12% nature Life regen: +13.20 Stamina each turn: +2.50 Maximum life: +80.00 Healing mod.: +20% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 12 fire Changes stats: +5 Mag Changes resistances: +15% fire / +30% temporal Changes resistances penetration: +31% arcane Changes damage: +18% arcane / +30% fire Spellpower on spell critical (stacks up to 3 times): +8 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +25 (+7 eff.) Fatigue: +22% Changes stats: +1 Wil Changes resistances: +15% acid / +17% physical / +9% darkness / +15% fire / +14% lightning / +45% cold Changes resistances penetration: +20% blight Talent cooldown: Rush (-5 turns) Disarm immunity: +40% Stun/Freeze immunity: +50% Knockback immunity: +60% Maximum life: +60.00 Spellpower: +5 (+1 eff.) A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 184% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +199 Damage (Melee): +20 lightning When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 31 lightning On shield block: * Cause enemies within radius 6 to bleed for 434 physical damage over 5 turns (1/turn) Changes stats: +13 Str / +19 Dex Changes resistances: +20% lightning / +30% cold Talent granted: +1 Block Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Psi when hit: +0.08 Mindpower: +20 (+5 eff.) Damage Shield penetration: +20% Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +187 On weapon hit: * 20% chance to reduce damage dealt by 33% Damage (Melee): +20 lightning / +16 darkness / +20 fire / +24 nature Damage (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 15% chance to reduce all saves and defense by 41 Effects when hit in melee: * 35% chance to reduce all saves and defense by 41 Damage when hit (Melee): 17 lightning / 24 fire Changes stats: +19 Str / +17 Dex Changes resistances: +20% lightning / +20% fire / +6% nature Changes damage: +12% nature Talent granted: +1 Block Light radius: +2 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 Damage (Melee): +20 nature When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +28 Fatigue: +8% Changes stats: +13 Str / +13 Dex Changes resistances: +37% blight / +26% fire / +40% nature / +12% temporal Changes resistances penetration: +5% cold Talent granted: +1 Block Mental save: +15 (+5 eff.) Maximum life: +160.00 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 Damage (Melee): +20 fire / +19 light / +17 darkness Damage (radius 1) on hit: +20 darkness When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 31 fire Changes stats: +6 Str / +10 Mag / +4 Wil / +11 Cun Changes resistances: +23% acid / +20% fire / +20% light / +20% darkness Changes resistances penetration: +10% darkness Changes damage: +12% arcane / +18% light / +20% darkness Talent granted: +1 Block Vim when firing critical spell: +2.00 Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 174% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +188 Damage (Melee): +8 cold / +16 fire When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +10 Fatigue: +8% Damage (Melee): 29 lightning Damage when hit (Melee): 16 lightning / 4 fire Changes stats: +13 Str / +12 Dex Changes resistances: +9% acid / +42% cold / +13% lightning / +13% fire Changes resistances penetration: +10% cold Changes damage: +33% fire Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-6 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. This item has been sent to the Item's Vault. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +4.0% Defense: +37 (+10 eff.) Fatigue: -10% Damage when hit (Melee): 12 physical Changes stats: +8 Str / +8 Wil Changes resistances penetration: +20% fire Changes damage: +18% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce all saves and defense by 41 Changes stats: +3 Str Changes resistances: +24% lightning / +15% light / +15% cold / +15% mind / +15% nature Changes damage: +10% nature Maximum hate: +10.00 Maximum psi: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +5 Dex / +7 Wil / +13 Cun Changes damage: +18% physical / +24% fire Reduces incoming crit damage: 18.49% Only die when reaching: -80.00 life Maximum life: +35.00 Maximum stamina: +30.00 Light radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +25 (+3 eff.) Armour: +14 Defense: +35 (+10 eff.) Damage when hit (Melee): 12 cold / 10 physical Changes stats: +3 Str / +5 Dex / +7 Con Changes resistances: +9% lightning / +12% mind Changes resistances penetration: +20% mind Changes damage: +12% mind Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Physical power: +46 (+6 eff.) Armour: +8 Damage when hit (Melee): 12 mind Changes stats: +3 Str / +13 Dex Changes resistances: +5% physical Changes damage: +12% fire Critical mult.: +20.00% Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 70% Changes stats: +13 Str Changes resistances: +15% nature / +24% fire Changes damage: +10% nature Blindness immunity: +25% Confusion immunity: +25% Pinning immunity: +25% Teleport immunity: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() Requires: - Level 15 Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? This item has been sent to the Item's Vault. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+2 eff.) Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 70% Changes stats: +6 Con Changes resistances: +13% blight / +2% physical / +3% all Changes resistances penetration: +10% nature Spell save: +13 (+3 eff.) Life regen: +16.00 Maximum life: +80.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(135 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +38 (+11 eff.) Changes resistances: +24% darkness Disease immunity: +25% Disarm immunity: +25% Psi when hit: +0.24 Hate when firing a critical mind attack: +6.28 Light radius: +10 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes resistances: +24% acid / +10% fire / +25% light / +18% temporal Changes resistances penetration: +31% temporal Changes damage: +33% temporal Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +35 (+4 eff.) Armour: +14 Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str Changes resistances: +12% temporal Changes damage: +18% mind Critical mult.: +24.98% Physical save: +12 (+2 eff.) Mental save: +29 (+9 eff.) Light radius: +5 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Powered 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 171% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +0 Str / +0 Wil / +8 Cun / +0 Con Changes resistances: +15% lightning / +0% all Changes damage: +15% lightning Physical save: +18 (+4 eff.) Mental save: +0 (+0 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects when hit in melee: * 48% chance to reduce strength, dexterity, and constitution by 38 * 50% chance to reduce damage dealt by 33% Changes stats: +2 Str / +2 Dex / +1 Wil / +5 Cun Stamina each turn: +3.00 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane / 4 light Changes resistances: +7% arcane / +12% light Changes resistances penetration: +15% light Changes damage: +21% blight It can be used to blast the opponent's mind dealing 387 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 52% for 2 turns. * Increase all damage penetration by 24% for 2 turns. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% arcane / +9% temporal Changes resistances penetration: +25% arcane / +20% blight Changes damage: +9% blight / +6% temporal It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 132 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 25 arcane resource burn Damage when hit (Melee): 8 lightning Changes resistances: +27% acid / +21% cold / +6% arcane / +12% nature Changes resistances penetration: +31% cold Changes damage: +24% fire It can be used to summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1230 Base Damage: 532 Armor: 43 All Resist: 42 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +7 Str / +12 Wil / +7 Cun / +12 Con Changes resistances: +12% light Changes damage: +9% acid Infravision radius: +4 See invisible: +12 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 70% Changes resistances: +6% arcane / +24% nature / +15% mind Changes resistances penetration: +31% mind / +31% arcane / +31% nature It can be used to fire a magical bolt dealing 518 lightning damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 light / 12 cold Changes stats: +4 Mag Changes damage: +18% cold / +18% arcane / +24% light Vim when firing critical spell: +2.48 Spellpower on spell critical (stacks up to 3 times): +12 Spell crit. chance: +6% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 99 lightning damage and will be dazed for 1 turn (499 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
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 Slotz DualShieldAdventure the Dwarf Adventurer level 41
8th Voratun 123rd year of Ascendancy at 03:40 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
11st Profit 124th year of Ascendancy at 04:22 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 40
20th Stralite 123rd year of Ascendancy at 17:23 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 46
25th Voratun 123rd year of Ascendancy at 07:39 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 46
14th Wealth 123rd year of Ascendancy at 00:54 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
8th Profit 124th year of Ascendancy at 11:01 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 45
21st Voratun 123rd year of Ascendancy at 22:36 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 23
24th Dearth 122nd year of Ascendancy at 11:17 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
11st Shortage 123rd year of Ascendancy at 02:13 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
40th Steel 124th year of Ascendancy at 14:55 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 21
22nd Wealth 122nd year of Ascendancy at 21:16 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
20th Stralite 124th year of Ascendancy at 22:05 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 43
14th Voratun 123rd year of Ascendancy at 09:48 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 33
7th Iron 123rd year of Ascendancy at 00:21 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
1st Shortage 123rd year of Ascendancy at 01:44 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
20th Voratun 124th year of Ascendancy at 14:56 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
23rd Shortage 123rd year of Ascendancy at 06:02 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 21
1st Dearth 122nd year of Ascendancy at 04:53 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 33
7th Iron 123rd year of Ascendancy at 01:16 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 33
15th Iron 123rd year of Ascendancy at 22:37 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
14th Voratun 124th year of Ascendancy at 20:21 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
33rd Dearth 123rd year of Ascendancy at 19:02 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 34
18th Gold 123rd year of Ascendancy at 13:59 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 48
14th Wealth 123rd year of Ascendancy at 02:07 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 10
5th Profit 122nd year of Ascendancy at 06:52 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 20
30th Profit 122nd year of Ascendancy at 06:19 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 30
21st Loss 122nd year of Ascendancy at 06:46 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 40
20th Stralite 123rd year of Ascendancy at 03:01 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
12nd Dearth 123rd year of Ascendancy at 14:20 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
30th Iron 124th year of Ascendancy at 04:08 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
12nd Stralite 124th year of Ascendancy at 21:33 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
23rd Shortage 123rd year of Ascendancy at 15:21 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
23rd Stralite 124th year of Ascendancy at 00:30 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 31
5th Shortage 122nd year of Ascendancy at 18:51 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 31
21st Shortage 122nd year of Ascendancy at 11:57 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 19
29th Profit 122nd year of Ascendancy at 23:46 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 44
14th Voratun 123rd year of Ascendancy at 15:24 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 05:08 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
20th Voratun 124th year of Ascendancy at 14:55 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
25th Loss 124th year of Ascendancy at 04:48 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 12
9th Profit 122nd year of Ascendancy at 19:36 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
7th Gold 124th year of Ascendancy at 14:18 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 50
20th Voratun 124th year of Ascendancy at 14:56 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 48
14th Wealth 123rd year of Ascendancy at 05:22 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 9
2nd Profit 122nd year of Ascendancy at 15:17 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 49
3rd Dearth 123rd year of Ascendancy at 23:16 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 21
3rd Wealth 122nd year of Ascendancy at 21:13 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 15
19th Profit 122nd year of Ascendancy at 20:49 see stats
By Slotz DualShieldAdventure the Dwarf Adventurer level 39
19th Stralite 123rd year of Ascendancy at 23:55 see stats
Log
There is an item here: Temporal Rift (8 def, 4 armour, 161% power, 325 block)
There is an item here: Piercing Gaze (5 def, 25 armour, 150% power, 180 block)
There is an item here: Blackfire Aegis (8 def, 18 armour, 169% power, 235 block)
There is an item here: Isadhethra
There is an item here: Bethubeth
There is an item here: Alamas the Snowcrack
There is an item here: Will of Ul'Gruth (0 def, 15 armour)
There is an item here: Hand of the World-Shaper (0 def, 12 armour)
There is an item here: Isadhethra
There is an item here: Bethubeth
There is an item here: Alamas the Snowcrack
There is an item here: Gluldana the Shaderaider (180% power, 4 apr)
There is an item here: Hettular the voratun greatmaul (175% power, 4 apr)
There is an item here: Cobratickler the voratun greatmaul (177% power, 4 apr)
Ran for 11 turns (stop reason: interesting terrain).
You transfer regeneration infusion of the titan (heal 506; 15 cd) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Freezestreak the pair of voratun boots (0 def, 5 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.