Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Thalore |
Class | Mindslayer |
Level / Exp | 50 / 4146% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 50 on the 41st Dusk 124th year of Ascendancy at 12:53 / 2Killed by Hypostasis of Entropy at level 50 on the 56th Dusk 125th year of Ascendancy at 12:48 |
Antimagic | Follower |
Primary Stats
Strength | 75 (base 17) |
Dexterity | 59 (base 38) |
Constitution | 112 (base 60) |
Magic | 30 (base 9) |
Willpower | 107 (base 62) |
Cunning | 92 (base 61) |
Resources
Life | -953/1933 |
Equilibrium | 91 |
Psi | 130/220 |
Healing Factor | 2.1028031846194 |
Regeneration | 102.26011574443 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.0658141036402E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 6 |
See Stealth | 76.29092133843 |
See Invisible | 83.29092133843 |
Offense: Mainhand
Damage | 189 |
Accuracy | 88 |
Crit Chance | 108% |
APR | 141 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12.5 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Arcane | +15% |
Cold | +31% |
All | +9% |
Lightning | +44% |
Physical | +82% |
Darkness | +21% |
Mind | +33% |
Fire | +21% |
Nature | +40% |
Offense: Damage Penetration
Lightning | +60% |
All | +35% |
Physical | +74% |
Cold | +55% |
Nature | +60% |
Defense: Base
Armour (hardiness) | 66 (74.823135475018%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 44 |
Mental Save | 61 |
Defense: Resistances
Acid | + 69%( 70%) |
Blight | + 51%( 70%) |
Physical | + 69%( 70%) |
Cold | + 70%( 70%) |
All | + 44%( 70%) |
Darkness | + 53%( 70%) |
Temporal | + 44%( 70%) |
Lightning | + 68%( 70%) |
Mind | + 70%( 70%) |
Fire | + 61%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 30% |
Poison Resistance | 27% |
Blind Resistance | 50% |
Disarm Resistance | 28% |
Pinning Resistance | 70% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 763% 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 Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% 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. |
Class Talents
Psionic / Absorption | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Augmented striking | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Poronne the forest troll. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by ghoulking. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | 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 gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Betolaith the forest troll. Escort: worried loremaster (level 2 of Trollmire) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4070. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Thunderrend the voratun greatmaul (191% power, 4 apr) Thunderrend the voratun greatmaul (191% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 Power: 191% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). On weapon crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +20 arcane Damage (radius 2) on crit: +4 lightning When wielded/worn: Armour penetration: +14 Physical crit. chance: +33.0% Physical power: +16 (+3 eff.) Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +6% arcane Critical mult.: +44.00% Massive two-handed mauls. |
Light source | dwarven lantern 'Betuda' dwarven lantern 'Betuda'Infused 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% Physical power: +9 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +6 Wil Changes resistances: +6% lightning Changes resistances penetration: +15% all Critical mult.: +17.00% Physical save: +12 (+4 eff.) Spell save: +9 (+3 eff.) Blindness immunity: +50% Poison immunity: +27% Disease immunity: +10% Confusion immunity: +30% Pinning immunity: +27% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Light radius: +13 See stealth: +15 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 4.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Bregihad the drakeskin leather cap (0 def, 5 armour) Bregihad the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Wil Changes resistances: +15% acid / +11% physical / +30% fire / +14% lightning / +28% cold Critical mult.: +10.00% Physical save: +15 (+5 eff.) Mental save: +18 (+5 eff.) Vim when firing critical spell: +1.00 Maximum hate: +6.00 Maximum vim: +10.00 A cap made of leather. |
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Tool | Emylrakira (dig speed 24 turns) Emylrakira (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Defense: +20 (+4 eff.) Changes stats: +5 Str Knockback immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Healing mod.: +20% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +80 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Smearsever' voratun ring 'Smearsever'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +17 Defense: +27 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 6 physical Changes stats: +1 Str / +3 Con Changes resistances penetration: +10% all Mental save: +8 (+2 eff.) Confusion immunity: +43% Life regen: +16.00 Maximum life: +86.00 Maximum stamina: +10.00 Healing mod.: +18% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Armuthad the Tempestmire Armuthad the TempestmireInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +14 Physical power: +31 (+6 eff.) Defense: +17 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +3 Con Changes resistances penetration: +15% lightning / +10% all Disarm immunity: +28% Pinning immunity: +43% Knockback immunity: +30% Life regen: +16.00 Maximum life: +127.00 Maximum stamina: +10.00 Healing mod.: +18% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +30 Con Changes resistances: +10% darkness / +25% nature / +10% cold / +30% mind / +5% all Reduces incoming crit damage: 23.00% Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Amulets make your neck look great! |
In main hand | Glarepain (185% power, 5 apr) Glarepain (185% power, 5 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 186% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +21 light When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +32 Physical crit. chance: +31.0% Physical power: +15 (+3 eff.) Changes resistances: +6% blight Changes resistances penetration: +10% physical Changes damage: +6% physical Critical mult.: +47.00% Massive two-handed swords. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 160% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 184.00 arcane damage and stunned) Activation costs 73 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Around waist | Willowroar WillowroarCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +2 Dex / +6 Wil Changes resistances penetration: +29% physical Changes damage: +21% physical / +12% darkness / +6% nature Critical mult.: +13.00% Mental save: +15 (+4 eff.) Maximum life: +110.00 Maximum stamina: +30.00 A belt that goes around your waist. |
Cloak | Rainprophet (3 def, 13 armour) Rainprophet (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +24 Armour: +13 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +5 Cun / +6 Dex Changes resistances: +15% acid / +30% cold / +6% darkness Changes resistances penetration: +20% cold Changes damage: +3% acid / +9% cold Critical mult.: +30.00% Stealth bonus: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Lavamonster the silk robe (0 def, 0 armour) Lavamonster the silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 6 lightning / 8 fire Changes stats: +6 Str / +7 Mag / +6 Wil Changes resistances: +13% lightning / +18% physical / +9% cold / +24% mind / +13% all Changes damage: +29% lightning / +31% physical / +12% fire / +24% mind / +13% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 238; cd 10) healing infusion of the sneak (heal 238; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 238 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 wizard (heal 139; cd 14) healing infusion of the wizard (heal 139; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 743%; cd 8) movement infusion of the warrior (speed 743%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 743% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 579; 13 cd) regeneration infusion of the psychic (heal 579; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 579 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 708; 13 cd) regeneration infusion of the sneak (heal 708; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 708 life over 5 turns. Its effects scale with your Cunning 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 sneak (res 33%; mental; dur 3; cd 10) wild infusion of the sneak (res 33%; mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 sneak (res 36%; magical, mental; dur 4; cd 15) wild infusion of the sneak (res 36%; magical, mental; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 sneak (res 38%; mental, physical; dur 4; cd 15) wild infusion of the sneak (res 38%; mental, physical; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 sneak (res 38%; mental; dur 4; cd 10) wild infusion of the sneak (res 38%; mental; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 titan (res 37%; mental; dur 4; cd 10) wild infusion of the titan (res 37%; mental; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns) Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Amokhad the Glacierpride Amokhad the GlacierprideInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Fatigue: -10% Changes stats: +10 Str / +9 Dex / +6 Wil / +10 Cun / +11 Con Changes resistances: +6% cold Changes resistances penetration: +20% mind Critical mult.: +15.00% Mental save: +14 (+4 eff.) Confusion immunity: +22% Life regen: +3.00 Stamina each turn: +1.40 Maximum hate: +8.00 Mindpower: +14 (+4 eff.) Movement speed: +10% Amulets make your neck look great! |
Brodyhor the voratun amulet Brodyhor the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Dex / +2 Mag / +8 Wil Changes resistances: +15% physical Changes resistances penetration: +10% acid Stamina each turn: +0.90 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Flashradiance the gold amulet Flashradiance the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Dex Changes resistances: +6% acid / +31% fire / +6% darkness / +14% cold Changes resistances penetration: +5% lightning Amulets make your neck look great! |
Kindleterror KindleterrorPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Con Changes resistances: +12% light / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +10% blight / +10% fire / +12% light / +3% temporal Talent masteries: +0.21 Psionic / Voracity +0.21 Cunning / Survival Critical mult.: +15.00% Physical save: +13 (+4 eff.) Life regen: +5.00 Maximum life: +51.00 Spellpower: +10 (+2 eff.) Amulets make your neck look great! |
archmage's voratun amulet of perfection (0.38 Psionic / Augmented striking,0.38 Cunning / Scoundrel) archmage's voratun amulet of perfection (0.38 Psionic / Augmented striking,0.38 Cunning / Scoundrel)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +6% acid / +7% fire / +6% cold / +6% lightning Talent masteries: +0.38 Cunning / Scoundrel +0.38 Psionic / Augmented striking Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
clarifying steel amulet of strength (+3) clarifying steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% mind Confusion immunity: +20% Amulets make your neck look great! |
enraging voratun amulet of strength (+8) enraging voratun amulet of strength (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +8 Str Changes damage: +8% physical Combat speed: +10% Amulets make your neck look great! |
starseer's voratun amulet starseer's voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +7% light / +6% temporal / +6% darkness / +7% physical Spellpower: +6 (+2 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
steel amulet 'Isyriamina' steel amulet 'Isyriamina'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag / +12 Wil Mental save: +6 (+2 eff.) Blindness immunity: +14% Confusion immunity: +13% Maximum vim: +10.00 Mindpower: +7 (+2 eff.) Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
vitalizing voratun amulet of murder vitalizing voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +18 Changes stats: +4 Con Critical mult.: +15.00% Physical save: +12 (+4 eff.) Life regen: +11.00 Maximum life: +79.00 Amulets make your neck look great! |
voratun amulet 'Aerovena' voratun amulet 'Aerovena'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 26% chance to reduce armor by 17% Changes stats: +4 Mag Changes resistances: +24% acid Changes resistances penetration: +32% temporal Changes damage: +15% acid / +10% physical Spell save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +13 Spellpower: +30 (+8 eff.) Combat speed: +10% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Amulets make your neck look great! |
voratun amulet 'Airrupture' voratun amulet 'Airrupture'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +7 (+1 eff.) Fatigue: -7% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 7 Changes resistances: +20% fire / +22% cold Changes resistances cap: +4% all Changes resistances penetration: +25% lightning Changes damage: +12% lightning / +6% blight Physical save: +17 (+6 eff.) Life regen: +3.00 Amulets make your neck look great! |
voratun amulet 'Daypython' voratun amulet 'Daypython'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +5 Con Changes damage: +9% light Talent mastery: +0.37 Wild-gift / Antimagic Physical save: +20 (+7 eff.) Cut immunity: +80% Knockback immunity: +27% Teleport immunity: +10% Life regen: +15.00 Only die when reaching: -60.00 life Maximum life: +99.00 Light radius: +3 Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 394 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet 'Frigidprophet' voratun amulet 'Frigidprophet'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +5 Cun Changes resistances: +9% temporal / +15% light / +15% cold Changes resistances penetration: +26% light / +26% cold Changes damage: +15% lightning / +15% cold Amulets make your neck look great! |
wanderer's copper amulet =3 Con= wanderer's copper amulet =3 Con=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +3 Con Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
wanderer's steel amulet of strength (+3) =4 Con= wanderer's steel amulet of strength (+3) =4 Con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +6 Dex / +3 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Arcflash ArcflashInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Wil Reduces incoming crit damage: 10.00% Mental save: +15 (+4 eff.) Poison immunity: +22% Disarm immunity: +34% Confusion immunity: +44% Pinning immunity: +40% Stun/Freeze immunity: +60% Knockback immunity: +33% Life regen: +16.00 Maximum life: +95.00 Healing mod.: +23% Damage Shield penetration: +33% Rings make your fingers look great! |
Ariretta ArirettaCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +18 (+3 eff.) Damage when hit (Melee): 6 mind Changes stats: +7 Dex / +9 Wil / +26 Cun Changes resistances: +9% lightning / +6% fire / +5% arcane Mental save: +6 (+2 eff.) Mindpower: +15 (+4 eff.) See invisible: +3 Rings make your fingers look great! |
Balifang BalifangPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +17 Changes resistances: +9% temporal Physical save: +19 (+6 eff.) Spell save: +19 (+6 eff.) Disease immunity: +21% Silence immunity: +50% Life regen: +4.21 Mana each turn: +0.35 Maximum life: +60.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Blizzardorder BlizzardorderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +3 Dex / +7 Wil / +3 Cun / +3 Con Changes resistances: +5% arcane / +21% cold Changes resistances penetration: +26% cold Changes damage: +9% cold Maximum encumbrance: +37 Rings make your fingers look great! |
Cindermark the steel ring Cindermark the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Fatigue: -5% Changes stats: +3 Con Changes resistances: +9% light / +6% fire Changes damage: +18% physical Maximum encumbrance: +24 Mental save: +9 (+3 eff.) Rings make your fingers look great! |
Glowblack the voratun ring Glowblack the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +18% light / +16% temporal Changes resistances penetration: +10% temporal / +25% light / +25% arcane Changes damage: +24% arcane / +15% temporal Silence immunity: +50% Mana each turn: +0.31 Rings make your fingers look great! |
Glydhessra the stralite ring =Stun Res= Glydhessra the stralite ring =Stun Res=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +10 (+2 eff.) Changes stats: +7 Str / +7 Dex / +6 Wil / +8 Cun / +8 Con Changes resistances penetration: +15% mind Critical mult.: +10.00% Blindness immunity: +10% Stun/Freeze immunity: +31% Life regen: +5.00 Maximum psi: +30.00 Rings make your fingers look great! |
Growthbane the stralite ring Growthbane the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +9 Dex Changes resistances: +36% cold Changes resistances penetration: +20% nature / +25% light Changes damage: +18% cold Rings make your fingers look great! |
Gymina the Sparktrail Gymina the SparktrailCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% acid Changes resistances penetration: +5% lightning Changes damage: +3% mind Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +20.00 Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Ichorbreacher IchorbreacherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 63% Damage when hit (Melee): 8 mind Changes stats: +6 Dex / +2 Mag / +3 Wil Changes resistances penetration: +26% mind Changes damage: +12% nature / +6% mind Reduces incoming crit damage: 10.00% Life regen: +17.00 Maximum life: +80.00 Healing mod.: +18% Rings make your fingers look great! |
Isirin =3 Con= Isirin =3 Con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes damage: +3% mind Physical save: +6 (+2 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.04 Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Korastir the Scumusher Korastir the ScumusherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% cold Changes resistances penetration: +20% blight / +20% arcane / +25% nature Critical mult.: +20.00% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +48.00 Spell crit. chance: +2% Rings make your fingers look great! |
Nerawyn the gold ring Nerawyn the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Armour: +4 Changes stats: +2 Cun Changes resistances: +21% cold Stun/Freeze immunity: +31% Life regen: +4.00 Maximum stamina: +30.00 Rings make your fingers look great! |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tidewilter TidewilterInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +5 Wil / +6 Cun Changes resistances: +6% cold Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Mental save: +12 (+3 eff.) Mindpower: +8 (+2 eff.) Infravision radius: +2 Rings make your fingers look great! |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Xanytha the Glowrigor Xanytha the GlowrigorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +20 (+4 eff.) Changes resistances: +13% mind / +6% light Changes resistances penetration: +5% mind Changes damage: +13% mind Critical mult.: +10.00% Physical save: +12 (+4 eff.) Maximum stamina: +30.00 Rings make your fingers look great! |
copper ring 'Iceravager' copper ring 'Iceravager'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Mag / +6 Cun / +3 Con Changes resistances: +6% cold Changes resistances penetration: +20% acid Stun/Freeze immunity: +26% Life regen: +3.00 Infravision radius: +2 Rings make your fingers look great! |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +4 Str / +7 Con Rings make your fingers look great! |
gold citrine ring gold citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 15 light Changes stats: +3 Mag Changes damage: +12% light Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
gold citrine ring gold citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Defense: +9 (+1 eff.) Light radius: +4 Infravision radius: +4 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold quartz ring gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% acid / +12% fire / +16% lightning / +13% cold Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold ring 'Frigidfurnace' =54 Stun Res= gold ring 'Frigidfurnace' =54 Stun Res=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Damage when hit (Melee): 10 cold Changes resistances: +6% cold / +6% fire Mental save: +9 (+3 eff.) Stun/Freeze immunity: +54% Teleport immunity: +20% Life regen: +6.00 Rings make your fingers look great! |
marksman's voratun ring of the mind (+17%) marksman's voratun ring of the mind (+17%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Changes resistances: +17% mind Changes damage: +17% mind Rings make your fingers look great! |
mule's gold ring of sensing mule's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Maximum encumbrance: +26 Blindness immunity: +30% Infravision radius: +5 See stealth: +9 See invisible: +9 Rings make your fingers look great! |
mule's steel ring of frost (+24%) mule's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +22 Rings make your fingers look great! |
psionicist's copper ring of clarity psionicist's copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +11 (+3 eff.) Confusion immunity: +21% Rings make your fingers look great! |
savage's voratun ring of misery savage's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 35 Damage (Melee): 15 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 35 Damage (Ranged): 26 physical Changes stats: +6 Cun / +3 Con Spell save: +15 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +33.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
savage's voratun ring of pilfering savage's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +14 Defense: +17 (+3 eff.) Changes stats: +6 Con Spell save: +16 (+5 eff.) Maximum stamina: +39.00 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savage's voratun ring of speed savage's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +4 Con Spell save: +12 (+4 eff.) Maximum stamina: +39.00 Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 5.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
sneakthief's stralite ring of life sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +8 Dex Life regen: +12.00 Maximum life: +63.00 Healing mod.: +18% Rings make your fingers look great! |
sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +7 Cun / +9 Dex Life regen: +12.00 Maximum life: +100.00 Healing mod.: +15% Rings make your fingers look great! |
solipsist's gold ring of perseverance solipsist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Stun/Freeze immunity: +30% Life regen: +5.00 Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
steel aquamarine ring steel aquamarine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all Life regen: +9.00 Maximum life: +53.00 Healing mod.: +12% Rings make your fingers look great! |
steel citrine ring steel citrine ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +7 (+2 eff.) Armour: +6 Defense: +8 (+1 eff.) Changes stats: +9 Cun / +5 Wil Changes damage: +12% physical Spellpower: +7 (+2 eff.) Mindpower: +14 (+4 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
stralite quartz ring stralite quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +22% acid / +16% fire / +26% lightning / +20% cold Stun/Freeze immunity: +30% Rings make your fingers look great! |
stralite quartz ring =Stun Res Regen= stralite quartz ring =Stun Res Regen=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +13.00 Maximum life: +73.00 Healing mod.: +12% Rings make your fingers look great! |
treant's voratun ring of misery treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 35 Damage (Melee): 27 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 35 Damage (Ranged): 30 physical Changes stats: +7 Cun Changes resistances: +12% nature / +11% blight Poison immunity: +24% Disease immunity: +17% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% nature / +11% blight Poison immunity: +22% Disease immunity: +20% Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun turquoise ring voratun turquoise ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +7 Mag / +7 Wil Changes resistances penetration: +10% all Spellpower: +8 (+2 eff.) Rings make your fingers look great! |
warrior's voratun ring of pilfering warrior's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +14 Armour: +20 Defense: +17 (+3 eff.) Changes stats: +10 Str It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Betaldathra the Gloomlady (184% power, 4 apr) Betaldathra the Gloomlady (184% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 185% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 7 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 darkness When wielded/worn: Accuracy: +43 (+8 eff.) Physical crit. chance: +16.0% Changes stats: +16 Dex Changes damage: +6% arcane / +15% blight Combat speed: +20% Massive two-handed battleaxes. |
Brenotorim the voratun battleaxe (183% power, 4 apr) Brenotorim the voratun battleaxe (183% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +43 (+8 eff.) Armour penetration: +14 Physical crit. chance: +13.0% Physical power: +16 (+3 eff.) Changes stats: +9 Str Changes resistances: +6% temporal / +3% darkness / +3% blight / +6% nature / +6% light Changes resistances penetration: +10% all Changes damage: +14% physical Stun/Freeze immunity: +20% Massive two-handed battleaxes. |
Crude Iron Battle Axe of Kroll (193% power, 7 apr) Crude Iron Battle Axe of Kroll (193% 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: 193% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 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. |
Tidewire the voratun battleaxe (203% power, 4 apr) Tidewire the voratun battleaxe (203% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 204% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +3% cold Changes resistances penetration: +5% mind / +10% cold Changes damage: +6% cold Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Massive two-handed battleaxes. |
Woemaster the voratun battleaxe (186% power, 4 apr) Woemaster the voratun battleaxe (186% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 186% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). Damage (radius 2) on crit: +16 cold When wielded/worn: Accuracy: +66 (+13 eff.) Armour penetration: +21 Effects on melee hit: * 26% chance to reduce damage dealt by 28% Changes stats: +7 Dex Changes resistances: +9% darkness Changes resistances penetration: +15% blight / +10% darkness / +21% all Changes damage: +9% darkness / +3% cold Combat speed: +10% Massive two-handed battleaxes. |
balanced steel battleaxe of shearing (143% power, 2 apr) balanced steel battleaxe of shearing (143% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 144% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +9 Defense: +10 (+2 eff.) Changes resistances penetration: +9% all Disarm immunity: +28% Massive two-handed battleaxes. |
steel battleaxe 'Abysspride' (143% power, 2 apr) steel battleaxe 'Abysspride' (143% power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 144% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 13% chance to slow global speed by 63% Damage (Melee): +4 darkness When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +10 (+2 eff.) Changes stats: +5 Str / +3 Con Changes resistances penetration: +10% physical / +5% darkness / +5% fire Changes damage: +18% fire / +10% physical Disarm immunity: +20% Massive two-handed battleaxes. |
Borolin the voratun greatmaul (191% power, 4 apr) =17 Wil 16 Con= Borolin the voratun greatmaul (191% power, 4 apr) =17 Wil 16 Con=Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 192% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Accuracy: +27 (+5 eff.) Damage when hit (Melee): 6 arcane / 10 mind Changes stats: +7 Dex / +17 Wil / +1 Cun / +16 Con Changes resistances: +6% mind Reduces incoming crit damage: 5.00% Maximum life: +154.00 Combat speed: +10% Massive two-handed mauls. |
Emelymibeth the Freezeraven (191% power, 4 apr) Emelymibeth the Freezeraven (191% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 192% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +20 Physical crit. chance: +38.0% Effects on melee hit: * 21% chance to slow global speed by 63% Changes stats: +13 Str Changes resistances: +3% blight / +6% temporal / +3% lightning Changes resistances penetration: +10% cold Changes damage: +21% physical Critical mult.: +41.00% Psi when hit: +0.04 Maximum hate: +2.00 Massive two-handed mauls. |
voratun greatmaul 'Bleakbraze' (194% power, 4 apr) voratun greatmaul 'Bleakbraze' (194% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 194% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 28% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +67 (+13 eff.) Armour penetration: +40 Physical crit. chance: +17.0% Changes stats: +1 Cun Changes resistances penetration: +20% darkness / +35% all Mental save: +9 (+3 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum hate: +6.00 Massive two-handed mauls. |
voratun greatmaul 'Brightrupture' (204% power, 4 apr) voratun greatmaul 'Brightrupture' (204% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 204% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 blight Damage (radius 1) on hit: +4 fire When wielded/worn: Physical crit. chance: +17.0% Physical power: +16 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Changes stats: +9 Con Changes resistances: +3% blight / +6% fire Changes resistances penetration: +20% physical / +10% fire Disarm immunity: +38% Massive two-handed mauls. |
Champion's Will (192% power, 22 apr) Champion's Will (192% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 192% Range: 1.6x Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 14 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 22 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Anmalice (173% power, 20 apr) Anmalice (173% power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 173% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-9 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Blade of Distorted Time (166% power, 40 apr) Blade of Distorted Time (166% power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 166% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 50 temporal damage and slows enemies in radius 6 of the target by 60% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 8 power out of 10/10) : Effective talent level: 5.5 Power cost: 8 out of 10/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
voratun mace 'Boromas' (172% power, 6 apr) voratun mace 'Boromas' (172% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 172% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +19 nature When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +15 Con / +15 Wil Changes resistances: +6% blight / +3% nature / +6% lightning Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Mental save: +12 (+3 eff.) Only die when reaching: -40.00 life Maximum life: +180.00 Blunt and deadly. |
Amethyst of Sanctuary (111% power, 26 apr, mind damage) 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: +0.2% 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 (+4 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. |
Purewire (111% power, 40 apr, nature damage) Purewire (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% 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: * 10% chance to slow global speed by 63% * 10% chance to reduce armor by 17% On weapon crit: * Deals 100 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * 27% chance to reduce armor by 17% Damage (Melee): 10 lightning / 10 physical / 7 cold / 10 acid / 10 fire Changes resistances: +6% lightning / +10% physical / +9% fire / +3% nature / +9% cold / +6% mind / +10% acid Changes resistances penetration: +10% mind / +20% nature Changes damage: +10% mind / +9% light Talent granted: +1 Attune Mindstar Psi when hit: +2.50 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Light radius: +4 Damage Resonance (when hit): +25% 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. |
Taintvault (113% power, 40 apr, nature damage) Taintvault (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 nature / +4 blight Damage (radius 2) on crit: +12 blight When wielded/worn: Changes resistances: +16% mind / +9% blight Changes resistances penetration: +25% nature Talent granted: +1 Attune Mindstar Mental save: +4 (+1 eff.) Psi each turn: +0.80 Maximum psi: +27.00 Mindpower: +13 (+4 eff.) Mental crit. chance: +5% Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +19 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. |
Ulfadan the Blizzardblast (114% power, 40 apr, nature damage) Ulfadan the Blizzardblast (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% 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 cold When wielded/worn: Damage (Melee): 9 mind / 13 darkness Changes resistances: +20% darkness / +5% arcane Changes resistances penetration: +20% darkness / +20% cold Changes damage: +8% mind / +22% darkness / +12% arcane Talent mastery: +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Blindness immunity: +22% Life regen: +1.60 Maximum life: +50.00 Mindpower: +10 (+3 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. |
living mindstar 'Barkglamour' (114% power, 40 apr, mind damage) living mindstar 'Barkglamour' (114% 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: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind Damage (radius 1) on hit: +8 nature When wielded/worn: Changes resistances: +10% nature Changes resistances penetration: +9% nature / +20% arcane Changes damage: +7% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Equilibrium when hit: +2.50 Psi when hit: +0.08 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum hate: +8.00 Spell crit. chance: +4% Mindpower: +10 (+3 eff.) Mental crit. chance: +17% 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. |
Awakened Staff of Absorption (186% power, 60 apr, arcane element) Awakened Staff of Absorption (186% power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 186% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 145 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Girdle of Preservation 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 Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Urumnir the Foresttrencher Urumnir the ForesttrencherInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +10 Defense: +15 (+3 eff.) Changes stats: +1 Con Changes resistances: +6% cold / +3% mind / +9% nature Critical mult.: +12.00% Physical save: +25 (+8 eff.) Poison immunity: +20% Confusion immunity: +21% Life regen: +3.50 Healing mod.: +27% A belt that goes around your waist. |
Venomriver VenomriverInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% * 10% chance to reduce damage dealt by 28% Damage when hit (Melee): 2 darkness Changes damage: +18% nature / +6% cold Maximum life: +35.00 A belt that goes around your waist. |
balancing hardened leather belt of valiance balancing hardened leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Dex / +3 Wil / +4 Cun Mental save: +8 (+2 eff.) Maximum life: +57.00 Mental crit. chance: +8% A belt that goes around your waist. |
balancing hardened leather belt of valiance balancing hardened leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Dex / +3 Wil / +4 Cun Mental save: +7 (+2 eff.) Maximum life: +59.00 Mental crit. chance: +8% A belt that goes around your waist. |
grounding rough leather belt of unlife =Undead= grounding rough leather belt of unlife =Undead=Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +5% temporal / +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Flashwrack (3 def, 0 armour) Flashwrack (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Wil Changes resistances: +26% nature / +6% physical Changes damage: +21% fire Reduces incoming crit damage: 19.50% Mental save: +15 (+4 eff.) Poison immunity: +26% Silence immunity: +26% Disarm immunity: +26% Only die when reaching: -104.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tempestspawn (3 def, 0 armour) Tempestspawn (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +6 Defense: +3 (+0 eff.) Changes resistances penetration: +25% lightning Changes damage: +9% lightning / +21% physical Critical mult.: +15.00% Physical save: +18 (+6 eff.) Maximum life: +55.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismvagrant the elven-silk robe (0 def, 0 armour) Prismvagrant the elven-silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 17% Changes stats: +4 Str / +5 Mag / +6 Wil Changes resistances: +8% lightning / +6% light / +19% blight / +8% cold / +17% mind / +15% all Changes resistances penetration: +25% light Changes damage: +28% lightning / +14% physical / +12% light / +23% cold / +17% mind Life regen: +6.00 Maximum life: +100.00 Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xeramiba (15 def, 0 armour) Xeramiba (15 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +1 Con Changes resistances: +43% lightning / +39% darkness / +15% all Changes damage: +29% lightning / +26% darkness / +14% all Critical mult.: +10.00% Spellpower: +17 (+4 eff.) Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 24 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Chamygosus the pair of drakeskin leather boots (0 def, 5 armour) Chamygosus the pair of drakeskin leather boots (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 Changes stats: +3 Str / +3 Mag / +3 Con Changes resistances: +15% lightning / +14% temporal Spell save: +12 (+4 eff.) Life regen: +8.00 Maximum mana: +20.00 Healing mod.: +16% Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 2.5 Power cost: 19 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Mardehir (39 def, 5 armour) Mardehir (39 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +39 (+7 eff.) Damage when hit (Melee): 2 arcane Changes stats: +13 Dex / +3 Mag Changes resistances penetration: +20% arcane Changes damage: +3% blight Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Maximum vim: +30.00 Spellpower: +15 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 3.5 Power cost: 22 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 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Ragomakhad (0 def, 14 armour) Ragomakhad (0 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 21 arcane resource burn * 20% chance to reduce armor by 17% Changes stats: +4 Str / +6 Cun / +9 Con Changes resistances: +18% acid / +3% temporal Changes damage: +3% acid Physical save: +16 (+5 eff.) Mental save: +20 (+5 eff.) Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 2.5 Power cost: 19 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
invigorating pair of hardened leather boots of rushing (0 def, 3 armour) =Rush= invigorating pair of hardened leather boots of rushing (0 def, 3 armour) =Rush=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +2 Str / +3 Con Stamina each turn: +0.60 Maximum life: +36.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of drakeskin leather boots of strife (0 def, 14 armour)miner's pair of drakeskin leather boots of strife (0 def, 14 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% physical Mindpower: +9 (+3 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
miner's pair of dwarven-steel boots of rushing (0 def, 8 armour) miner's pair of dwarven-steel boots of rushing (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +2 Str / +3 Con Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of evasion (18 def, 5 armour)pair of drakeskin leather boots of evasion (18 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 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 32% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of hardened leather boots 'Duriziladir' (5 def, 3 armour) pair of hardened leather boots 'Duriziladir' (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Armour: +3 Defense: +5 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 63% Changes stats: +6 Dex Changes resistances: +9% blight / +6% temporal / +5% arcane Changes resistances penetration: +16% physical A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour)undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Silence immunity: +50% Confusion immunity: +48% Stun/Freeze immunity: +50% Stamina each turn: +1.30 Maximum stamina: +40.00 A pair of boots made of leather. |
Frozenwilter the hardened leather gloves (0 def, 10 armour) Frozenwilter the hardened leather gloves (0 def, 10 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Damage (Melee): 10 nature Damage when hit (Melee): 4 cold Changes resistances: +6% nature / +12% darkness Changes damage: +5% nature / +9% cold Reduces incoming crit damage: 15.00% Blindness immunity: +20% When used to modify unarmed attacks: Power: 139% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +8 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) 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: 141% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% 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. |
Pyrewill the dwarven-steel gauntlets (0 def, 12 armour) =7 Con= Pyrewill the dwarven-steel gauntlets (0 def, 12 armour) =7 Con=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +10% Fatigue: +3% Changes stats: +7 Con Changes resistances: +9% temporal / +7% physical / +18% light / +6% fire Changes damage: +6% temporal When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of magic (+2) (0 def, 1 armour) steady rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Power: 124% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Damage (Melee): +4 arcane Damage (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 44 power out of 60/60) : Effective talent level: 2.5 Power cost: 44 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Cyreda the Stormworm (0 def, 5 armour) Cyreda the Stormworm (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +8 Wil Changes resistances: +15% blight / +21% lightning Changes resistances penetration: +20% fire Changes damage: +6% lightning Physical save: +19 (+6 eff.) Mental save: +11 (+3 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 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 744.4 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Demonbraze (0 def, 3 armour) =Water= Demonbraze (0 def, 3 armour) =Water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 mind Changes resistances: +6% blight / +6% cold Changes damage: +12% darkness Allows you to breathe in: water Physical save: +6 (+2 eff.) Teleport immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eclipsevice (0 def, 5 armour) =Water= Eclipsevice (0 def, 5 armour) =Water=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 6 darkness Changes stats: +5 Cun / +5 Dex Changes resistances: +28% cold Changes resistances penetration: +20% darkness Changes damage: +6% darkness / +9% cold Allows you to breathe in: water Stamina when hit: +3.00 Equilibrium when hit: +2.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shimmertorrent (3 def, 0 armour) Shimmertorrent (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Changes stats: +17 Cun / +8 Wil Changes resistances: +3% blight Changes resistances penetration: +25% lightning / +5% temporal Changes damage: +9% lightning Mental save: +40 (+10 eff.) Life regen: +4.90 Mental crit. chance: +7% Damage Shield Power: +15% It can be used to activate talent Hateful Whisper, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 250 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Ivitta' (0 def, 5 armour) drakeskin leather cap 'Ivitta' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Damage when hit (Melee): 2 arcane Changes stats: +12 Str / +17 Wil / +4 Con Changes resistances: +20% blight / +15% physical Changes resistances penetration: +5% arcane Changes damage: +18% arcane / +3% blight Physical save: +14 (+5 eff.) Mental save: +15 (+4 eff.) A cap made of leather. |
elven-silk wizard hat 'Rimevortex' (3 def, 0 armour) elven-silk wizard hat 'Rimevortex' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 cold Changes stats: +6 Mag / +6 Wil Changes resistances: +21% light / +9% acid Changes resistances penetration: +15% cold Changes damage: +14% light / +15% acid Life regen: +4.40 Spellpower: +5 (+1 eff.) Damage Shield Power: +9% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Sparkspiker' (3 def, 0 armour) elven-silk wizard hat 'Sparkspiker' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +3.0% Defense: +3 (+0 eff.) Damage when hit (Melee): 6 lightning Changes stats: +7 Mag / +6 Wil / +7 Con Changes resistances: +27% mind Changes damage: +35% mind Physical save: +24 (+8 eff.) Mental save: +35 (+9 eff.) Maximum psi: +64.00 Spellpower: +6 (+2 eff.) Mindpower: +18 (+5 eff.) Mental crit. chance: +8% A pointy cloth hat, very wizardly... |
voratun helm 'Gliwe' (0 def, 5 armour) voratun helm 'Gliwe' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +9 Str / +6 Wil / +1 Cun Changes resistances: +23% mind / +9% physical / +18% light / +17% darkness Changes resistances penetration: +20% temporal Physical save: +10 (+3 eff.) Mental save: +23 (+6 eff.) Confusion immunity: +31% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Mardikan' (0 def, 5 armour) voratun helm 'Mardikan' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +3 Wil Changes resistances: +3% darkness / +16% cold Allows you to breathe in: water Pinning immunity: +10% Teleport immunity: +20% Stamina when hit: +2.20 Equilibrium when hit: +2.70 Maximum life: +40.00 Mindpower: +3 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. enlightening voratun plate armour (0 def, 16 armour)enlightening voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +8 Cun / +9 Wil Mental save: +23 (+6 eff.) A suit of armour made of metal plates. |
10 agate 10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1581 alchemist agate 1581 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. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
15 aquamarine 15 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Nightresolve the voratun pickaxe (dig speed 12 turns) Nightresolve the voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +5.0% Physical power: +40 (+8 eff.) Changes stats: +9 Str Changes resistances: +27% light / +9% darkness Changes resistances penetration: +25% physical Changes damage: +9% darkness / +9% fire Physical save: +18 (+6 eff.) Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 22 power out of 30/30) : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 40.97 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Vorolevena the Dawnblight (dig speed 12 turns) Vorolevena the Dawnblight (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +7 Str / +2 Wil / +2 Cun / +3 Con Changes resistances: +3% light / +10% fire / +10% darkness / +14% nature Changes resistances penetration: +15% blight Changes damage: +10% nature Mental save: +9 (+3 eff.) Psi when hit: +0.24 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Mental crit. chance: +1% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Arcjeer' (dig speed 23 turns) voratun pickaxe 'Arcjeer' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +9 (+2 eff.) Armour: +4 Defense: +7 (+1 eff.) Damage when hit (Melee): 4 mind / 2 lightning Changes stats: +3 Str / +2 Wil Changes resistances: +10% physical Changes resistances penetration: +10% mind Changes damage: +12% mind Critical mult.: +20.00% Mental save: +3 (+1 eff.) Psi when hit: +0.08 Mindpower: +15 (+4 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" 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" 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. |
3 emerald 3 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. |
7 jade 7 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise 11 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 73 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blastoblivion the dwarven lantern Blastoblivion the dwarven lanternPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +25 (+5 eff.) Damage when hit (Melee): 27 fire Changes stats: +14 Str Changes resistances: +12% acid / +10% fire / +7% arcane / +24% darkness Changes damage: +15% lightning / +15% physical Confusion immunity: +26% Light radius: +5 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Ebonywarden the brass lantern Ebonywarden the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 7 * 10% chance to reduce damage dealt by 28% Changes stats: +1 Str Changes damage: +6% physical Mental save: +5 (+2 eff.) Only die when reaching: -80.00 life Light radius: +3 See stealth: +6 See invisible: +8 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. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 58 power out of 150/150) : Effective talent level: 5.5 Power cost: 58 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 11.45 cold damage and 15.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Grinoraroblek GrinoraroblekInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +3% nature / +6% darkness Mental save: +6 (+2 eff.) Blindness immunity: +10% Light radius: +3 See stealth: +7 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Stormwinnow' dwarven lantern 'Stormwinnow'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +8 Defense: +31 (+6 eff.) Changes stats: +11 Dex Changes resistances penetration: +20% lightning / +25% physical Stamina each turn: +3.06 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp of health watchleader's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +32% Confusion immunity: +21% Maximum life: +49.00 Light radius: +9 See stealth: +10 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 5.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
69 alchemist bloodstone 69 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
15 bloodstone 15 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. |
7 fire opal 7 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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby 9 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 448.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 19 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 51 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Gloomnull [power 4] (19 cooldown) Gloomnull [power 4] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +1 Cun / +3 Mag Changes resistances: +18% darkness Changes resistances penetration: +15% acid It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Rhoromirath the Glowtrail [power 2] (19 cooldown) Rhoromirath the Glowtrail [power 2] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +20% blight Changes damage: +3% light / +9% blight It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 11% for 2 turns. * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Persistent Will Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 19 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
5 amethyst 5 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 22 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
12 diamond 12 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone 14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 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. |
7 quartz 7 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. |
11 amber 11 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. |
9 ametrine 9 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. |
17 citrine 17 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. |
11 zircon 11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Maria the Thalore Mindslayer level 39
15th Dusk 123rd year of Ascendancy at 18:06 see stats
By Maria the Thalore Mindslayer level 30
2nd Wintertide 123rd year of Ascendancy at 18:29 see stats
By Maria the Thalore Mindslayer level 39
13rd Dusk 123rd year of Ascendancy at 22:05 see stats
By Maria the Thalore Mindslayer level 30
17th Regrowth 123rd year of Ascendancy at 02:17 see stats
By Maria the Thalore Mindslayer level 45
1st Haze 123rd year of Ascendancy at 00:02 see stats
By Maria the Thalore Mindslayer level 50
13rd Regrowth 125th year of Ascendancy at 16:13 see stats
By Maria the Thalore Mindslayer level 50
37th Regrowth 125th year of Ascendancy at 06:48 see stats
By Maria the Thalore Mindslayer level 50
6th Pyre 124th year of Ascendancy at 11:59 see stats
By Maria the Thalore Mindslayer level 50
78th Regrowth 125th year of Ascendancy at 14:11 see stats
By Maria the Thalore Mindslayer level 43
75th Dusk 123rd year of Ascendancy at 15:41 see stats
By Maria the Thalore Mindslayer level 40
32nd Dusk 123rd year of Ascendancy at 02:57 see stats
By Maria the Thalore Mindslayer level 10
1st Flare 122nd year of Ascendancy at 21:38 see stats
By Maria the Thalore Mindslayer level 50
15th Dusk 124th year of Ascendancy at 03:39 see stats
By Maria the Thalore Mindslayer level 41
71st Dusk 123rd year of Ascendancy at 09:21 see stats
By Maria the Thalore Mindslayer level 50
77th Regrowth 125th year of Ascendancy at 08:21 see stats
By Maria the Thalore Mindslayer level 50
13rd Pyre 124th year of Ascendancy at 23:39 see stats
By Maria the Thalore Mindslayer level 40
32nd Dusk 123rd year of Ascendancy at 12:01 see stats
By Maria the Thalore Mindslayer level 50
56th Dusk 125th year of Ascendancy at 12:35 see stats
By Maria the Thalore Mindslayer level 50
6th Regrowth 125th year of Ascendancy at 19:49 see stats
By Maria the Thalore Mindslayer level 23
36th Haze 122nd year of Ascendancy at 06:08 see stats
By Maria the Thalore Mindslayer level 31
41st Regrowth 123rd year of Ascendancy at 09:43 see stats
By Maria the Thalore Mindslayer level 32
8th Mirth 123rd year of Ascendancy at 05:17 see stats
By Maria the Thalore Mindslayer level 50
40th Haze 124th year of Ascendancy at 19:49 see stats
By Maria the Thalore Mindslayer level 50
15th Dusk 124th year of Ascendancy at 16:57 see stats
By Maria the Thalore Mindslayer level 48
22nd Haze 123rd year of Ascendancy at 11:28 see stats
By Maria the Thalore Mindslayer level 30
2nd Wintertide 123rd year of Ascendancy at 18:53 see stats
By Maria the Thalore Mindslayer level 50
13rd Regrowth 125th year of Ascendancy at 17:02 see stats
By Maria the Thalore Mindslayer level 10
5th Mirth 122nd year of Ascendancy at 13:20 see stats
By Maria the Thalore Mindslayer level 20
2nd Haze 122nd year of Ascendancy at 09:38 see stats
By Maria the Thalore Mindslayer level 30
9th Decay 122nd year of Ascendancy at 21:47 see stats
By Maria the Thalore Mindslayer level 40
31st Dusk 123rd year of Ascendancy at 13:38 see stats
By Maria the Thalore Mindslayer level 50
50th Haze 123rd year of Ascendancy at 22:07 see stats
By Maria the Thalore Mindslayer level 50
38th Haze 124th year of Ascendancy at 21:37 see stats
By Maria the Thalore Mindslayer level 50
69th Pyre 125th year of Ascendancy at 10:08 see stats
By Maria the Thalore Mindslayer level 19
69th Dusk 122nd year of Ascendancy at 03:05 see stats
By Maria the Thalore Mindslayer level 50
54th Pyre 124th year of Ascendancy at 17:01 see stats
By Maria the Thalore Mindslayer level 37
10th Dusk 123rd year of Ascendancy at 04:56 see stats
By Maria the Thalore Mindslayer level 25
39th Haze 122nd year of Ascendancy at 22:43 see stats
By Maria the Thalore Mindslayer level 42
71st Dusk 123rd year of Ascendancy at 14:11 see stats
By Maria the Thalore Mindslayer level 50
6th Regrowth 125th year of Ascendancy at 19:49 see stats
By Maria the Thalore Mindslayer level 30
2nd Wintertide 123rd year of Ascendancy at 18:29 see stats
By Maria the Thalore Mindslayer level 19
1st Time of Equilibrium 122nd year of Ascendancy at 18:09 see stats
By Maria the Thalore Mindslayer level 10
5th Mirth 122nd year of Ascendancy at 13:21 see stats
By Maria the Thalore Mindslayer level 30
2nd Wintertide 123rd year of Ascendancy at 18:29 see stats
By Maria the Thalore Mindslayer level 50
69th Pyre 125th year of Ascendancy at 10:18 see stats
By Maria the Thalore Mindslayer level 26
57th Haze 122nd year of Ascendancy at 04:34 see stats
By Maria the Thalore Mindslayer level 50
6th Regrowth 125th year of Ascendancy at 19:49 see stats
By Maria the Thalore Mindslayer level 50
42nd Dusk 124th year of Ascendancy at 03:56 see stats
By Maria the Thalore Mindslayer level 13
5th Dusk 122nd year of Ascendancy at 21:54 see stats
By Maria the Thalore Mindslayer level 48
27th Haze 123rd year of Ascendancy at 14:48 see stats
By Maria the Thalore Mindslayer level 26
56th Haze 122nd year of Ascendancy at 21:27 see stats
By Maria the Thalore Mindslayer level 29
8th Decay 122nd year of Ascendancy at 06:17 see stats
By Maria the Thalore Mindslayer level 18
45th Dusk 122nd year of Ascendancy at 07:59 see stats
By Maria the Thalore Mindslayer level 50
41st Dusk 124th year of Ascendancy at 12:53 see stats
By Maria the Thalore Mindslayer level 38
12nd Dusk 123rd year of Ascendancy at 12:54 see stats
By Maria the Thalore Mindslayer level 50
75th Regrowth 125th year of Ascendancy at 17:35 see stats
Log
Talent Charged Strike is ready to use.
Talent Quick as Thought is ready to use.
Total Collapse from Hypostasis of Entropy hits Maria for (87 to psi shield), (64 antimagic), (235 resonance), 235 temporal, (64 antimagic), (69 resonance), 246 darkness (481 total damage).
Dark Whispers from Hypostasis of Entropy hits Maria for (43 antimagic), 0 darkness (0 total damage).
Treant's whispers fade.
Ran for 2 turns (stop reason: taken damage).
Radiant horror's blazing light area effect hits Treant for 4 fire, 9 light (13 total damage).
Radiant horror's blazing light area effect hits Treant for 4 fire, 9 light (13 total damage).
Radiant horror's blazing light area effect hits Maria for (7 antimagic), 0 fire, (7 antimagic), 0 light (0 total damage).
Lava floor hits Treant for 29 fire damage.
Ran for 2 turns (stop reason: taken damage).
Total Collapse from Hypostasis of Entropy hits Maria for (87 to psi shield), (64 antimagic), 749 temporal, (64 antimagic), 664 darkness (1413 total damage).
Dark Whispers from Hypostasis of Entropy hits Maria for (60 antimagic), 0 darkness (0 total damage).
Radiant horror's blazing light area effect hits Treant for 4 fire, 9 light (13 total damage).
Radiant horror's blazing light area effect hits Treant for 4 fire, 9 light (13 total damage).
Radiant horror's blazing light area effect hits Maria for (7 antimagic), 0 fire, (7 antimagic), 0 light (0 total damage).
Your summoned treant disappears.
Your summoned treant disappears.
LIFE LOST WARNING!
Maria uses Infusion: Wild.
Maria lessens the pain.
Maria is no longer frenzied.
Talent Charged Shield is ready to use.
Total Collapse from Hypostasis of Entropy hits Maria for (87 to psi shield), (64 antimagic), 586 temporal, (64 antimagic), 975 darkness (1561 total damage).
Maria the level 50 thalore mindslayer was shadowed to death by Hypostasis of Entropy on level 1 of Entropic Void.
You carry too much--you are encumbered!
Drop some of your items.