













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Wyrmic |
| Level / Exp | 50 / 3478% |
| Size | medium |
| Lifes / Deaths | Killed by Kelelokr at level 50 on the 37th Pyre 124th year of Ascendancy at 04:35 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 172 (base 60) |
| Dexterity | 47 (base 10) |
| Constitution | 1 (base 32) |
| Magic | 16 (base 10) |
| Willpower | 137.21780805997 (base 60) |
| Cunning | 106.60890402999 (base 60) |
Resources
| Life | 1773/1797 |
| Equilibrium | 51 |
| Healing Factor | 0.92105263157901 |
| Regeneration | 224.11019233753 |
Speed
| Mental | +14.397220750246% |
| Attack | +14.397220750246% |
| Movement | +13.978701232329% |
| Spell | 0% |
| Global | +117.29957955368% |
Vision
| Sight | 10 |
| Lite | 17 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 178 |
| Accuracy | 62 |
| Crit Chance | 69% |
| APR | 113 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 169 |
| Accuracy | 62 |
| Crit Chance | 66% |
| APR | 83 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 91 |
| Crit Chance | 100% |
| Speed | 0.87414711077922 |
Offense: Damage Bonus
| Acid | +85% |
| Blight | +55% |
| Physical | +88% |
| Cold | +97% |
| All | +34% |
| Darkness | +55% |
| Lightning | +67% |
| Mind | +72% |
| Fire | +107% |
| Nature | +75% |
Offense: Damage Penetration
| Acid | +54% |
| Blight | +54% |
| Physical | +54% |
| Cold | +54% |
| All | +33% |
| Darkness | +54% |
| Lightning | +54% |
| Mind | +63% |
| Fire | +94% |
| Nature | +54% |
Defense: Base
| Armour (hardiness) | 103.6066928504 (30%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 42 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 70%( 70%) |
| All | + 31%( 70%) |
| Lightning | + 56%( 70%) |
| Light | + 66%( 70%) |
| Physical | + 44%( 70%) |
| Mind | + 52%( 70%) |
| Darkness | + 40%( 70%) |
| Fire | + 58%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 100% |
| Silence Resistance | 51% |
| Knockback Resistance | 63% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 918 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1054% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 450 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Wild-gift / Cold drake aspect | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.20 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Psiblades |
| talent | Icy Skin |
| beneficial effect | Immune to detrimental physical effects Elemental Surge: Physical |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+8 cooldowns). Infusion Saturation |
| beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
| beneficial effect | A flow of life spins around the target, regenerating 183.51 life per turn. Regeneration |
| beneficial effect | You gain 51% resistance against acid, cold and light. Resolve |
| beneficial effect | All damage increased by 30% Elemental Surge: Fire |
| beneficial effect | The target ignores pain, reducing all damage taken by 21%. Pain Suppression |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Increases armour by 20. Elemental Harmony |
| beneficial effect | The target has 38 increased life regeneration. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 76 and doing 105.46 blight damage per turn. Rotting Disease |
| beneficial effect | Immune to detrimental magical effects Elemental Surge: Nature |
| detrimental effect | The target is infected by a disease, reducing its strength, constitution, dexterity by 22 and doing 21.60 blight damage per turn. Woeful Disease |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed warg claw. * You've found the needed multi-hued wyrm scale. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 7/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Quiver of Domination (20/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
| Light source | An Alright LiteInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Effects on melee hit: * 20% chance to slow global speed by 76% Damage when hit (Melee): 4 physical Changes resistances: +15% lightning / +9% fire Changes resistances penetration: +13% all Spell save: +6 (+2 eff.) Maximum life: +157.00 Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 13/45) : Effective talent level: 5.4 Power cost: 45 out of 13/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 7 into utter confusion (power: 52%) for 3 turns. The sound wave is so strong, your foes also take 341.69 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| On hands | Ulyntir (0 def, 13 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +13 Damage (Melee): 15 physical Changes resistances: +27% acid / +5% arcane Changes damage: +11% physical Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Maximum life: +100.00 When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +12 physical Damage (radius 2) on crit: +15 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Winterward [power 560] (11/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 19% Damage when hit (Melee): 6 acid Changes resistances: +30% cold / +9% fire Changes resistances penetration: +15% fire Changes damage: +31% cold / +15% fire It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Nerissra the FlamespikerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 20% chance to reduce armor by 19% Changes stats: +10 Str / +3 Cun Changes resistances penetration: +25% fire Changes damage: +18% acid / +15% fire / +18% mind Mental crit. chance: +5% Rings can have magical properties. |
| On fingers | Radianceraze the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Str Changes resistances penetration: +10% mind Critical mult.: +20.00% Physical save: +9 (+3 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +44% Psi when hit: +0.12 Mental crit. chance: +7% Light radius: +3 Rings can have magical properties. |
| Around neck | warmaker's voratun amulet of perfection (0.40 Wild-gift / Sand drake aspect,0.40 Wild-gift / Higher draconic abilities)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Dex / +9 Wil Talent masteries: +0.40 Wild-gift / Sand drake aspect +0.40 Wild-gift / Higher draconic abilities Amulets can have magical properties. |
| In main hand | Nexus of the Way (124% power, 76 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 112% Wil, 37% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +76 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +11 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Talent mastery: +0.20 Race / Yeek Mental save: +15 (+4 eff.) Confusion immunity: +30% Mindpower: +39 (+7 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 15/60) : Effective talent level: 1.2 Power cost: 60 out of 15/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 68 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Eye of the Wyrm (113% power, 46 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 113% Range: 1.1x Uses stats: 93% Wil, 37% Str, 19% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +46 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +19 (+3 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Corrosive Breath (costing 30 power out of 27/30) : Effective talent level: 6.4 Power cost: 30 out of 27/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 1647.13 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
| Cloak | Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+5 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+5 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
healing infusion of the psychic (heal 347; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 347 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 392; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 392 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -1171; dur 9; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 38 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 9 turns. While Heroism is active, you will only die when reaching -1171 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1187 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
wild infusion (res 18%; magical, physical; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 47%; mental, physical; dur 2; cd 11)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: 19 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 and physical effect and reduce all damage taken by 47% for 2 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. |
wild infusion of the warrior (res 54%; mental, physical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 and physical effect and reduce all damage taken by 54% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
AmedinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Wil Changes damage: +15% arcane Talent mastery: +0.21 Wild-gift / Antimagic Critical mult.: +20.00% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +2 Amulets can have magical properties. |
Arawyn the NimbuswillCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +9 (+4 eff.) Changes stats: +6 Wil Changes resistances: +15% lightning Changes resistances cap: +6% all Critical mult.: +10.00% Physical save: +15 (+5 eff.) Mental save: +12 (+3 eff.) Equilibrium when hit: +0.08 Vim when firing critical spell: +2.02 Maximum psi: +30.00 Damage Shield penetration: +30% Amulets can have magical properties. |
Chabar the ThunderlordInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 76% Damage when hit (Melee): 6 lightning Changes stats: +5 Dex / +7 Mag Changes damage: +6% mind Cut immunity: +70% Maximum psi: +50.00 Mindpower: +15 (+3 eff.) Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 443 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
DimruptureInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +14 Effects on melee hit: * 20% chance to reduce damage dealt by 37% Damage when hit (Melee): 4 darkness Changes resistances: +20% light / +24% darkness Changes resistances penetration: +15% acid Changes damage: +9% acid Talent mastery: +0.34 Wild-gift / Antimagic Critical mult.: +15.00% Blindness immunity: +31% Amulets can have magical properties. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
FlashserpentInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +5 Dex Changes resistances: +6% acid / +5% physical / +16% mind / +6% fire Changes damage: +12% fire Confusion immunity: +33% Stamina each turn: +0.60 Amulets can have magical properties. |
Layeta the HazestreakCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 37% Changes stats: +2 Wil Changes resistances: +15% cold Changes damage: +3% cold / +6% physical Talent mastery: +0.14 Wild-gift / Harmony Mental save: +6 (+2 eff.) Confusion immunity: +12% Mindpower: +5 (+1 eff.) Combat speed: +10% Amulets can have magical properties. |
Shiverwoe the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% darkness / +3% cold / +3% nature / +12% light Physical save: +12 (+4 eff.) Spell save: +20 (+7 eff.) Mental save: +10 (+3 eff.) Blindness immunity: +23% Amulets can have magical properties. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 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 (115). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Voramira the GlacierveilInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +6 Str / +3 Cun / +2 Con Changes resistances: +7% physical Changes damage: +3% cold Reduces incoming crit damage: 15.00% Stamina each turn: +0.60 Amulets can have magical properties. |
cleansing gold amulet of perfection (0.18 Wild-gift / Storm drake aspect,0.18 Wild-gift / Higher draconic abilities)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% nature / +16% blight Talent masteries: +0.18 Wild-gift / Storm drake aspect +0.18 Wild-gift / Higher draconic abilities Poison immunity: +20% Disease immunity: +26% Amulets can have magical properties. |
protective gold amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Changes stats: +4 Cun Changes resistances cap: +4% all Physical save: +18 (+6 eff.) Amulets can have magical properties. |
protective steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Changes resistances cap: +3% all Physical save: +13 (+4 eff.) Blindness immunity: +18% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
serendipitous stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+9 eff.) Armour penetration: +15 Defense: +11 (+4 eff.) Changes stats: +12 Lck Critical mult.: +14.00% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
warmaker's gold amulet of constitution (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +7 Con Amulets can have magical properties. |
Arorand the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +10 Defense: +8 (+3 eff.) Changes damage: +15% mind Equilibrium when hit: +0.08 Mindpower: +20 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Emetira the TempesttrialInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Cun / +12 Con Changes resistances: +15% lightning Changes resistances penetration: +25% light / +20% lightning Changes damage: +27% lightning Physical save: +16 (+5 eff.) Rings can have magical properties. |
Gilirayon the CleansenaughtInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +40% lightning / +10% physical / +18% fire / +6% mind / +6% temporal Changes resistances penetration: +10% nature Changes damage: +20% lightning / +27% nature Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 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. |
Glowoozer the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +9 Wil Changes resistances: +9% acid Changes resistances penetration: +15% light / +25% acid Changes damage: +18% arcane Critical mult.: +20.00% Mental save: +18 (+5 eff.) Mental crit. chance: +3% Light radius: +3 Rings can have magical properties. |
HanogonegInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Fatigue: -6% Changes resistances: +26% lightning / +20% fire Changes damage: +13% lightning / +10% fire Reduces incoming crit damage: 10.00% Maximum encumbrance: +27 Rings can have magical properties. |
Harothad the StokebrawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +8 Str / +7 Mag / +2 Cun / +6 Con Changes resistances: +36% lightning / +15% nature / +15% blight Changes damage: +18% lightning / +6% fire Reduces incoming crit damage: 15.30% Poison immunity: +26% Disease immunity: +26% Light radius: +1 See invisible: +12 Rings can have magical properties. |
Kudin the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances: +8% nature / +11% blight Critical mult.: +20.00% Mental save: +15 (+4 eff.) Poison immunity: +22% Disease immunity: +22% Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +8% Rings can have magical properties. |
Lisenne the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Dex / +5 Mag Changes resistances: +12% nature / +21% fire Changes resistances penetration: +15% arcane Poison immunity: +20% Disarm immunity: +62% Pinning immunity: +44% Knockback immunity: +36% Maximum life: +43.00 Rings can have magical properties. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
PolatiraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 blight Changes stats: +3 Str / +4 Wil Changes resistances: +20% cold Changes damage: +6% blight / +10% cold Mental save: +8 (+2 eff.) Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
UlodrachakInfused 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 47 Damage (Melee): 24 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 47 Damage (Ranged): 22 physical Damage when hit (Melee): 8 temporal Changes stats: +9 Cun Changes resistances: +20% light / +5% arcane Reduces incoming crit damage: 15.00% Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Maximum vim: +40.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 45.64 cold and 43.42 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Windspawner the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 76% Damage when hit (Melee): 10 fire Changes resistances penetration: +20% nature / +20% fire Changes damage: +30% nature / +9% cold Disarm immunity: +39% Pinning immunity: +44% Knockback immunity: +37% Maximum life: +44.00 Rings can have magical properties. |
XeruttaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +22% acid / +26% cold Changes damage: +11% acid / +13% cold Damage Shield penetration: +10% Rings can have magical properties. |
Yveriatira the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 76% Changes stats: +8 Str / +7 Con Changes resistances: +9% blight / +15% temporal / +6% light / +5% arcane Changes resistances penetration: +20% acid Rings can have magical properties. |
YvyretiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +30 (+11 eff.) Damage when hit (Melee): 6 mind Changes resistances: +5% physical Physical save: +6 (+2 eff.) Disease immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +35% Life regen: +6.00 Psi when hit: +0.08 Mindpower: +15 (+3 eff.) Rings can have magical properties. |
gladiator's stralite ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
gladiator's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +30% acid / +18% fire / +30% lightning / +26% cold Rings can have magical properties. |
marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
painweaver's voratun ring of corrosion (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes resistances: +40% acid Changes damage: +20% acid / +7% all Spellpower: +15 (+10 eff.) Mindpower: +17 (+3 eff.) Rings can have magical properties. |
psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings can have magical properties. |
rogue's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +10 Cun Life regen: +20.00 Maximum life: +93.00 Healing mod.: +18% Rings can have magical properties. |
savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +18 (+6 eff.) Life regen: +17.00 Maximum life: +100.00 Maximum stamina: +37.00 Healing mod.: +16% Rings can have magical properties. |
steel ring 'Chillstreaker'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% acid Changes resistances penetration: +10% blight Changes damage: +12% acid / +12% cold / +9% arcane Critical mult.: +15.00% Mana when firing critical spell: +2.00 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
steel ring 'Shinevile'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +6% light / +28% nature / +12% darkness Changes resistances penetration: +15% cold / +25% darkness / +25% light Changes damage: +9% cold / +14% nature / +9% light Rings can have magical properties. |
stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +5.00 Maximum life: +78.00 Healing mod.: +18% Rings can have magical properties. |
voratun ring 'Balancetitan'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +15 (+3 eff.) Defense: +30 (+11 eff.) Damage when hit (Melee): 13 nature Changes resistances: +9% nature / +3% physical Changes damage: +9% physical Critical mult.: +20.00% Physical save: +24 (+8 eff.) Disarm immunity: +45% Pinning immunity: +42% Knockback immunity: +50% Only die when reaching: -105.22 life Maximum life: +50.00 Rings can have magical properties. |
voratun ring 'Kilnobsidian'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +19 Str / +5 Wil / +4 Con Changes resistances: +40% lightning / +9% fire Changes resistances penetration: +20% light Changes damage: +20% lightning / +18% fire Mental crit. chance: +5% Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (180% power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Amethyst of Sanctuary (111% power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+7 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Camelendil the Phoenixdeath (112% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 fire Damage (radius 2) on crit: +8 light / +4 fire When wielded/worn: Changes resistances: +12% light / +9% fire Changes damage: +20% lightning / +34% fire / +13% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +2.00 Psi per kill: +4.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +5% It can be used to inflict 335.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Duskpiety the living mindstar (117% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 37% * 20% chance to reduce all saves and defense by 47 Damage (Melee): +20 acid / +20 lightning When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 47 Changes resistances penetration: +25% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Koharagen the living mindstar (115% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +12 temporal When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +15 Cun Changes resistances: +15% mind Changes damage: +25% mind Talent granted: +1 Attune Mindstar Critical mult.: +54.00% Equilibrium when hit: +0.04 Psi when firing a critical mind attack: +5.00 Maximum hate: +2.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Thermal Focus (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+4 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
caller's living mindstar of flames (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 12 fire Changes resistances: +14% fire Changes resistances penetration: +4% acid / +22% fire / +6% cold / +10% physical Changes damage: +11% acid / +24% fire / +11% cold / +11% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +5% Heals friendly targets nearby when you use a nature summon: +21 Max wilder summons: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative living mindstar of flames (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 14 fire Changes stats: +8 Cun Changes resistances: +10% fire Changes resistances penetration: +14% fire Changes damage: +19% fire Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Dazzleblur' (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 blight When wielded/worn: Changes stats: +4 Wil Changes resistances: +10% blight / +27% light Changes resistances penetration: +34% blight Changes damage: +12% blight / +10% nature / +21% mind Talent granted: +1 Attune Mindstar Disease immunity: +25% Spell crit. chance: +6% Mindpower: +50 (+9 eff.) Mental crit. chance: +13% Damage Shield penetration: +40% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Floebender' (132% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 133% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 mind When wielded/worn: Damage (Melee): 12 mind / 15 darkness Changes stats: +3 Cun Changes resistances: +9% lightning / +18% cold / +12% nature Changes damage: +6% mind / +10% darkness Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.30% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of gales (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +20 (+7 eff.) Changes damage: +24% lightning / +19% cold / +13% fire / +11% physical Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Pinning immunity: +19% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's living mindstar of disruption (112% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +22% Unnatural When wielded/worn: Damage (Melee): 5 lightning / 6 physical / 5 cold / 8 acid / 4 fire Changes resistances: +7% lightning / +6% physical / +6% fire / +7% cold / +6% acid Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Razorblade, the Cursed Waraxe (147% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+16 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : 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 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Gloroma the PitchobsidianInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 19% Damage when hit (Melee): 4 lightning Changes stats: +6 Str / +12 Dex / +6 Wil / +12 Cun / +7 Lck Changes resistances: +15% darkness Changes damage: +6% darkness Trap disarming bonus: +24 Stealth bonus: +11 Physical save: +17 (+6 eff.) Spell save: +13 (+5 eff.) Mental save: +19 (+5 eff.) Life regen: +2.20 Infravision radius: +4 Healing mod.: +30% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
NaranInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 26 arcane resource burn * 26% chance to slow global speed by 76% Changes resistances: +13% lightning / +15% temporal / +9% blight / +12% fire / +6% arcane / +21% cold Changes damage: +27% acid Disease immunity: +26% Stun/Freeze immunity: +26% Maximum life: +130.00 A belt that goes around your waist. |
drakeskin leather belt 'Obsidianoblivion'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce damage dealt by 37% Changes stats: +5 Str / +8 Con Changes resistances: +15% lightning / +15% temporal / +21% darkness / +15% fire Changes damage: +12% fire See invisible: +31 A belt that goes around your waist. |
drakeskin leather belt 'Splendourtickler'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +6 Defense: +25 (+9 eff.) Damage when hit (Melee): 10 light Changes stats: +4 Dex Changes resistances penetration: +10% fire / +15% light / +25% physical Life regen: +3.60 Healing mod.: +30% A belt that goes around your waist. |
monstrous hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +4 Str / +4 Con Physical save: +8 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Deepsstone the cashmere cloak (32 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +32 (+11 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 37% Changes stats: +4 Cun / +4 Wil Changes resistances: +9% light Changes resistances penetration: +20% darkness Spell save: +9 (+3 eff.) Mental save: +15 (+4 eff.) Disease immunity: +20% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Drukalthodil (32 def, 16 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +11 Armour: +16 Defense: +32 (+11 eff.) Critical mult.: +22.00% Reduces incoming crit damage: 15.00% Stealth bonus: +11 Mental save: +18 (+5 eff.) Cut immunity: +20% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earuzilarin the Boltpeal (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Cun / +3 Con Changes damage: +12% lightning Physical save: +7 (+2 eff.) Hate when firing a critical mind attack: +4.00 Maximum life: +72.00 Mindpower: +30 (+6 eff.) Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamhack (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag Changes damage: +15% fire Maximum life: +32.00 Light radius: +1 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shiverweeper the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 light / 10 cold Reduces incoming crit damage: 15.00% Disarm immunity: +20% Confusion immunity: +20% Life regen: +4.00 Maximum life: +42.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
We cant all be winners (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +12 (+5 eff.) Fatigue: -7% Changes stats: +9 Dex / +6 Cun / +5 Con Changes resistances: +25% fire / +25% light / +3% nature Critical mult.: +10.00% Stealth bonus: +12 Hate when firing a critical mind attack: +2.00 Maximum life: +59.00 Mindpower: +30 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Demonquell' (18 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +15 Armour: +9 Defense: +18 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 37% Changes stats: +4 Str / +3 Dex / +5 Mag / +8 Con Changes resistances penetration: +20% mind Critical mult.: +30.00% Stealth bonus: +15 Physical save: +25 (+8 eff.) Spell save: +25 (+9 eff.) Mental save: +22 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +12 Defense: +3 (+2 eff.) Critical mult.: +27.00% Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blackarc' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 (+8 eff.) Defense: +1 (+1 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to reduce damage dealt by 37% Damage when hit (Melee): 10 cold Changes resistances penetration: +10% darkness / +10% cold Changes damage: +12% darkness / +12% cold Maximum life: +45.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Kindlequick' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Str / +2 Wil / +2 Cun / +1 Con Reduces incoming crit damage: 15.00% Light radius: +1 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Shiverobeisance' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 cold Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Changes resistances penetration: +25% nature Changes damage: +9% cold 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. |
restorative elven-silk cloak of mindcraft (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +15% nature / +15% blight Life regen: +7.00 Mental crit. chance: +7% Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Abyssknight (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Mag / +8 Wil Changes resistances: +24% fire / +5% arcane / +13% all Changes resistances penetration: +15% fire Changes damage: +9% fire Disease immunity: +20% Mana each turn: +0.32 Psi each turn: +0.34 Maximum life: +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duvuralin the Torchwilder (2 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +3 Wil / +4 Con Changes resistances: +6% fire / +14% mind / +9% all Changes damage: +7% nature / +14% mind Physical save: +16 (+5 eff.) Spell save: +9 (+3 eff.) Poison immunity: +23% Disease immunity: +21% Damage Shield penetration: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
stormwoven silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +6 Mag / +5 Wil Changes resistances: +9% lightning / +7% cold / +11% blight / +13% all Changes damage: +17% lightning / +16% physical / +10% cold Life regen: +3.50 Maximum life: +47.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glilemina the Quenchglory (17 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+6 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to slow global speed by 76% Changes stats: +7 Dex / +4 Wil / +3 Cun Changes resistances: +15% lightning Changes resistances penetration: +20% cold Maximum encumbrance: +40 Physical save: +18 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +12 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Growthrot the pair of rough leather boots (10 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +10 (+4 eff.) Changes stats: +9 Con Changes resistances: +6% acid / +7% fire / +6% lightning / +6% cold Changes resistances penetration: +15% nature Changes damage: +6% fire Critical mult.: +15.00% A pair of boots made of leather. |
Hikalthofang the Magmapain (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 10 arcane Changes resistances: +14% lightning / +15% temporal Changes resistances penetration: +26% fire / +20% cold Changes damage: +27% fire / +9% arcane / +31% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spidersage (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Changes stats: +2 Str / +5 Dex / +2 Mag / +3 Cun / +3 Con Changes damage: +9% nature Maximum encumbrance: +41 Physical save: +12 (+4 eff.) Life regen: +5.00 See invisible: +3 Healing mod.: +11% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Breezeborn (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 76% Damage (Melee): 9 acid / 10 fire Changes stats: +6 Cun / +6 Dex Changes resistances: +8% acid / +8% fire / +5% arcane / +3% lightning Changes damage: +7% acid / +7% fire / +12% nature Spell save: +12 (+4 eff.) When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Corrosive Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +9 acid / +10 fire It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Glinttreason the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 15 fire Changes resistances: +12% lightning / +42% fire / +12% light Changes damage: +11% fire Silence immunity: +24% Knockback immunity: +24% Life regen: +4.88 Light radius: +4 Healing mod.: +24% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +14 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Isliba (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+4 eff.) Armour: +3 Changes stats: +9 Cun / +5 Wil Critical mult.: +20.00% Physical save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +45% Mindpower: +30 (+6 eff.) Mental crit. chance: +5% When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
steady voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +13.0% Armour: +3 Fatigue: +5% Critical mult.: +8.00% Physical save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +33% Spell crit. chance: +14% Mental crit. chance: +16% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +15 Crit. chance: +15.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Alibabas coif (0 def, 5 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +10 Dex / +17 Lck Changes resistances: +3% mind / +6% arcane / +9% darkness / +14% fire / +15% blight / +15% cold / +24% nature / +3% light Changes resistances penetration: +10% lightning Spell save: +6 (+2 eff.) Spell crit. chance: +8% Mental crit. chance: +7% A cap made of leather. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Galebone the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +15 Str / +3 Mag / +4 Wil Changes resistances: +21% lightning Changes damage: +24% lightning Reduces incoming crit damage: 15.15% Mental save: +15 (+4 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Getindil the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% acid / +6% light / +22% cold / +15% nature / +12% lightning Changes damage: +15% cold Teleport immunity: +20% Healing mod.: +20% A pointy cloth hat, very wizardly... |
Headsmacker (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +22 Str / +7 Wil Changes resistances: +15% physical / +9% darkness / +15% blight / +15% nature / +6% arcane / +6% mind Physical save: +14 (+5 eff.) Spell save: +6 (+2 eff.) 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 1179.4 Physical damage. If the attack hits, the target is confused (41% 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. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Ivolratha the Flashstreaker (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +10 Wil Changes resistances: +15% light / +18% acid Changes damage: +27% arcane Physical save: +36 (+12 eff.) Spell save: +18 (+6 eff.) Disarm immunity: +26% Confusion immunity: +26% Pinning immunity: +26% Stun/Freeze immunity: +26% Healing mod.: +20% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cashmere wizard hat 'Sparkraven' (32 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +32 (+11 eff.) Changes resistances: +11% fire / +11% cold Changes damage: +15% lightning / +18% acid Disease immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% A pointy cloth hat, very wizardly... |
hardened leather cap 'Boltwar' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +3 Con Changes resistances: +12% light Changes resistances penetration: +25% lightning Changes damage: +21% lightning / +6% light / +15% darkness Infravision radius: +3 See invisible: +15 A cap made of leather. |
Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 5.4 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 139.15 fire damage in a radius of 5 each turn for 9 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level.voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+6 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 21 Armour, 30 Defense and your attacks will gain 52% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Undeathsorrow the dwarven-steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage when hit (Melee): 4 cold Changes stats: +7 Str / +6 Wil / +5 Cun Changes resistances: +15% acid / +8% physical / +14% darkness / +6% cold Changes resistances penetration: +25% nature Changes damage: +9% nature Mental save: +19 (+5 eff.) Light radius: +1 It can be used to activate talent Track, 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: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
301 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Kindlestalker (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +1 Str Changes resistances: +9% mind Changes resistances penetration: +11% physical Changes damage: +3% light / +3% darkness Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Serpentbrand the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 76% Changes stats: +1 Str Changes resistances: +6% light Spell save: +9 (+3 eff.) Only die when reaching: -60.00 life Maximum stamina: +10.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Cracklesnake' (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +6 Dex / +1 Mag Changes resistances: +3% lightning Maximum life: +21.00 Maximum stamina: +16.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Blastobsidian' (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 47 Damage when hit (Melee): 12 mind Changes stats: +3 Str Changes resistances penetration: +10% mind / +24% physical Changes damage: +3% lightning / +6% mind Physical save: +13 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +90.00 Spellpower: +15 (+10 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"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? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
A Very Useless LiteCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +13 Wil Changes resistances: +6% arcane / +12% temporal Changes damage: +30% mind Mental save: +12 (+3 eff.) Stamina each turn: +2.00 Maximum stamina: +35.50 Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
BelitovonInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +12 (+5 eff.) Changes stats: +5 Mag / +12 Wil Critical mult.: +20.00% Physical save: +32 (+11 eff.) Spell save: +19 (+7 eff.) Mental save: +20 (+5 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+8 eff.) Light radius: +5 Healing mod.: +27% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
RavenruneCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +1 Mag / +2 Wil / +8 Cun Changes damage: +9% blight Blindness immunity: +24% Confusion immunity: +13% Light radius: +7 See stealth: +9 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
StaroozerCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +6 Dex Changes damage: +24% light / +9% physical Critical mult.: +15.00% Only die when reaching: -60.00 life Maximum stamina: +30.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(175 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 445.53 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
survivor's dwarven lantern of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes damage: +15% mind Physical save: +14 (+5 eff.) Light radius: +5 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +26% Confusion immunity: +10% Light radius: +9 See stealth: +10 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +21% Confusion immunity: +11% Light radius: +7 See stealth: +5 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered 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. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 461.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Dagularuirin [power 3] (11/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +15 (+6 eff.) Changes damage: +15% mind Physical save: +15 (+5 eff.) Stun/Freeze immunity: +20% Maximum psi: +30.00 Mindpower: +30 (+6 eff.) Mental crit. chance: +3% It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Stormidol [power 131] (11/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 37% Changes resistances: +31% fire Changes resistances penetration: +26% lightning Changes damage: +31% lightning It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
focusing iron torque of mindblast [power 110] (11/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 189 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Aramas the Nimbustouch [power 314] (11/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +25 (+11 eff.) Armour penetration: +4 Armour: +4 Changes stats: +8 Str Changes resistances penetration: +20% lightning Changes damage: +18% lightning Maximum stamina: +30.00 It can be used to sting an enemy dealing 549 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 69. Natural totems are made by powerful wilders to store nature power. |
Grinolentir the Starstone [power 76] (11/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% light / +6% temporal Critical mult.: +10.00% Mental save: +9 (+3 eff.) Maximum hate: +2.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +1% It can be used to harden the skin for 7 turns increasing armour by 76 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 76% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 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. |
dragonbone totem of stinging 'Mucuswalker' [power 458] (11/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +3% nature / +6% blight Changes resistances penetration: +25% blight Changes damage: +9% blight It can be used to sting an enemy dealing 800 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 49% for 2 turns. * Heal for 68. * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
14 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Kelelokr the Yeek Wyrmic level 41
20th Dusk 123rd year of Ascendancy at 23:43 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kelelokr the Yeek Wyrmic level 50
68th Regrowth 124th year of Ascendancy at 01:51 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Kelelokr the Yeek Wyrmic level 41
18th Dusk 123rd year of Ascendancy at 20:18 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Kelelokr the Yeek Wyrmic level 30
7th Pyre 123rd year of Ascendancy at 18:37 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Kelelokr the Yeek Wyrmic level 47
46th Dusk 123rd year of Ascendancy at 18:18 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Kelelokr the Yeek Wyrmic level 50
68th Regrowth 124th year of Ascendancy at 22:57 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Kelelokr the Yeek Wyrmic level 45
41st Dusk 123rd year of Ascendancy at 05:29 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Kelelokr the Yeek Wyrmic level 31
17th Pyre 123rd year of Ascendancy at 00:53 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kelelokr the Yeek Wyrmic level 19
53rd Dusk 122nd year of Ascendancy at 12:25 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Kelelokr the Yeek Wyrmic level 43
33rd Dusk 123rd year of Ascendancy at 11:07 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Kelelokr the Yeek Wyrmic level 36
9th Flare 123rd year of Ascendancy at 23:01 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Kelelokr the Yeek Wyrmic level 25
38th Haze 122nd year of Ascendancy at 18:16 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kelelokr the Yeek Wyrmic level 36
5th Dusk 123rd year of Ascendancy at 00:08 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Kelelokr the Yeek Wyrmic level 50
25th Pyre 124th year of Ascendancy at 05:39 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By Kelelokr the Yeek Wyrmic level 23
1st Haze 122nd year of Ascendancy at 00:58 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Kelelokr the Yeek Wyrmic level 50
69th Regrowth 124th year of Ascendancy at 03:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kelelokr the Yeek Wyrmic level 10
2nd Flare 122nd year of Ascendancy at 21:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Kelelokr the Yeek Wyrmic level 20
64th Dusk 122nd year of Ascendancy at 06:39 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Kelelokr the Yeek Wyrmic level 30
3rd Pyre 123rd year of Ascendancy at 07:26 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Kelelokr the Yeek Wyrmic level 40
15th Dusk 123rd year of Ascendancy at 17:51 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Kelelokr the Yeek Wyrmic level 50
2nd Regrowth 124th year of Ascendancy at 15:08 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Kelelokr the Yeek Wyrmic level 50
22nd Pyre 124th year of Ascendancy at 11:37 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Kelelokr the Yeek Wyrmic level 50
60th Regrowth 124th year of Ascendancy at 22:03 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Kelelokr the Yeek Wyrmic level 21
72nd Dusk 122nd year of Ascendancy at 19:11 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Kelelokr the Yeek Wyrmic level 28
70th Regrowth 123rd year of Ascendancy at 11:03 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Kelelokr the Yeek Wyrmic level 22
77th Dusk 122nd year of Ascendancy at 13:19 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Kelelokr the Yeek Wyrmic level 44
33rd Dusk 123rd year of Ascendancy at 14:10 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Kelelokr the Yeek Wyrmic level 50
37th Pyre 124th year of Ascendancy at 04:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kelelokr the Yeek Wyrmic level 11
4th Flare 122nd year of Ascendancy at 19:55 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Kelelokr the Yeek Wyrmic level 50
22nd Pyre 124th year of Ascendancy at 16:12 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Kelelokr the Yeek Wyrmic level 50
37th Pyre 124th year of Ascendancy at 04:35 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Kelelokr the Yeek Wyrmic level 43
32nd Dusk 123rd year of Ascendancy at 04:42 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Kelelokr the Yeek Wyrmic level 21
75th Dusk 122nd year of Ascendancy at 17:10 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Kelelokr the Yeek Wyrmic level 49
43rd Haze 123rd year of Ascendancy at 22:22 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Kelelokr the Yeek Wyrmic level 27
45th Haze 122nd year of Ascendancy at 10:17 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kelelokr the Yeek Wyrmic level 20
66th Dusk 122nd year of Ascendancy at 03:11 see stats
Triumph of the Way (Insane (Roguelike) difficulty)
Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.By Kelelokr the Yeek Wyrmic level 50
37th Pyre 124th year of Ascendancy at 04:35 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Kelelokr the Yeek Wyrmic level 40
17th Dusk 123rd year of Ascendancy at 13:32 see stats
Log
Kelelokr hits Elandar for 2124 nature, 33 darkness, 21 physical, 42 mind, 462 acid, 470 physical, 568 fire (3720 total damage).
Kelelokr receives 185 healing from Elandar.
Kelelokr killed Elandar!
High Sun Paladin Aeryn is free from the acid.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 571 healing.
Agony from Kelelokr hits High Sun Paladin Aeryn for 204 mind damage.
High Sun Paladin Aeryn receives 8 healing from Shield of Light.
Weakness Disease from Argoniel hits High Sun Paladin Aeryn for (84 blocked), 0 blight (0 total damage).
High Sun Paladin Aeryn receives 8 healing from Shield of Light.
Elandar's glacial vapour area effect hits Kelelokr for 25 cold damage.
Elandar's glacial vapour area effect hits High Sun Paladin Aeryn for 56 cold damage.
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Triumph of the Way (Insane (Roguelike) difficulty)!
New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Option unlocked: New game difficulty mode: Madness
Saving game...
Saving done.
Kelelokr is no longer attuned.
Kelelokr deactivates Psiblades.
Kelelokr is free from the rotting disease.
Kelelokr has finished recovering.
Kelelokr feels pain again.
Kelelokr deactivates Elemental Harmony.
Kelelokr is free from the woeful disease.
Kelelokr deactivates Icy Skin.
Kelelokr stops regenerating health quickly.






















































































































































































