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 | Ghoul |
Class | Demonologist |
Level / Exp | 50 / 2532% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 136 (base 60) |
Dexterity | 69 (base 60) |
Constitution | 64 (base 15) |
Magic | 94 (base 60) |
Willpower | 30 (base 16) |
Cunning | 43 (base 26) |
Resources
Life | 1873/1873 |
Mana | 0/474 |
Stamina | 260/260 |
Vim | 191/191 |
Healing Factor | 1.6493965053825 |
Regeneration | 43.29665826629 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +99.416166851278% |
Vision
Sight | 10 |
Lite | -999 |
Infravision | 14 |
See Stealth | 31.388749514228 |
See Invisible | 31.388749514228 |
Offense: Mainhand
Damage | 250 |
Accuracy | 71 |
Crit Chance | 70% |
APR | 53 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 77 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Blight | +53% |
Arcane | +21% |
Mind | +18% |
All | +9% |
Lightning | +25% |
Physical | +24% |
Fire | +53% |
Darkness | +136% |
Offense: Damage Penetration
Darkness | +90% |
Blight | +40% |
Arcane | +28% |
Fire | +40% |
All | +15% |
Defense: Base
Armour (hardiness) | 242.55649211824 (100%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 39 |
Physical Save | 63 |
Spell Save | 43 |
Mental Save | 23 |
Defense: Resistances
Acid | + 76%( 76%) |
Blight | + 46%( 76%) |
Arcane | + 31%( 76%) |
Cold | + 76%( 76%) |
All | + 23%( 76%) |
Darkness | + 76%( 76%) |
Light | + 55%( 86%) |
Temporal | + 30%( 76%) |
Physical | + 37%( 76%) |
Lightning | + 70%( 76%) |
Fire | + 76%( 76%) |
Nature | + 32%( 76%) |
Defense: Immunities
Pinning Resistance | 52% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Disarm Resistance | 50% |
Bleed Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 168 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 6 times. Its effects scale with your Magic stat. |
Class Talents
Corruption / Infernal combat | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Corruption / Doom covenant | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Spellblaze | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Corruption / Doom shield | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Demonic pact | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Black-magic | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Osmosis Shield |
talent | Blood Vengeance |
talent | Shattered Mind |
talent | Tale of Destruction |
talent | Flame of Urh'Rok |
talent | Precise Strikes |
talent | Bleak Outcome |
talent | Premonition |
talent | Overkill |
talent | Hardened Core |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Salelaith the degenerated skeleton warrior. Escort: lost defiler (level 1 of Dreadfell) | failed |
You failed to protect the lost defiler from death by shadow. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Cyreba the giant black ant. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Cyrulena the black crystal. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost tinker from death by Belytta the ghoul. Escort: lost tinker (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Voreyabeth the skeleton magus. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3359. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | 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 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | Hornet Stingers (20/20, 117% power, 10 apr) Hornet Stingers (20/20, 117% power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | Dúathedlen Heart Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | voratun helm 'Aerytira' (7 def, 26 armour) voratun helm 'Aerytira' (7 def, 26 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Armour: +26 Defense: +7 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +3 Dex / +4 Cun / +1 Con Changes resistances: +4% all / +3% physical Physical save: +14 (+3 eff.) Stamina each turn: +1.00 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Obsidianoblivion the voratun gauntlets (0 def, 3 armour) Obsidianoblivion the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage (Melee): 6 acid / 16 darkness / 10 fire / 7 cold / 8 lightning Changes stats: +5 Wil / +5 Mag Changes resistances: +12% nature / +15% darkness Changes resistances penetration: +15% darkness Changes damage: +10% darkness Critical mult.: +12.00% Spell crit. chance: +18% Mental crit. chance: +16% When used to modify unarmed attacks: Power: 146% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 11% chance to reduce damage dealt by 17% Damage (Melee): +19 ice / +14 lightning / +29 fire / +21 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Malin the dwarven-steel pickaxe (dig speed 22 turns) Malin the dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Armour: +12 Changes stats: +11 Str / +8 Con Pinning immunity: +20% Only die when reaching: -60.00 life 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 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +32% lightning / +3% light / +6% arcane / +35% acid Changes damage: +16% lightning / +16% acid Talent granted: +5 Bloodcasting Reduces incoming crit damage: 16.84% Stun/Freeze immunity: +50% Life regen: +9.00 Stamina each turn: +5.20 Vim each turn: +4.00 Maximum life: +80.00 Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Duvolin the Eclipsereign Duvolin the Eclipsereign |
Around neck | Hathigund the voratun amulet Hathigund the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Physical power: +15 (+2 eff.) Armour: +7 Defense: +10 (+2 eff.) Changes resistances: +5% arcane / +3% fire Changes resistances cap: +6% all Changes damage: +12% blight / +12% fire / +9% mind Critical mult.: +38.00% Physical save: +17 (+4 eff.) Maximum life: +20.00 Maximum stamina: +31.03 Spellpower: +14 (+3 eff.) Amulets make your neck look great! |
In main hand | The Black Spike (159% power, 20 apr) The Black Spike (159% power, 20 apr) Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% all Changes damage: +25% darkness Talent granted: +5 Cursed Arm Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Around waist | Hathirontir the drakeskin leather belt Hathirontir the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +19 Defense: +9 (+2 eff.) Changes resistances: +8% lightning / +9% temporal / +9% light / +3% blight / +3% fire Reduces incoming crit damage: 15.00% Physical save: +16 (+4 eff.) Only die when reaching: -20.00 life It can be used to create a temporary shield that absorbs 353 damage Activation puts all charms on cooldown for 23 turns. A belt that goes around your waist. |
In off hand | Lunar Shield (0 def, 20 armour, 156% power, 250 block) Lunar Shield (0 def, 20 armour, 156% power, 250 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 156% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes resistances penetration: +25% darkness / +25% blight / +25% fire Changes damage: +72% darkness / +32% blight / +32% fire Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+4 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Cloak | Emelylewen (3 def, 13 armour) Emelylewen (3 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +13 Defense: +3 (+0 eff.) Changes stats: +4 Str Changes resistances: +14% darkness / +30% cold Changes resistances penetration: +13% arcane / +15% darkness Changes damage: +12% arcane / +17% darkness Critical mult.: +25.00% Stealth bonus: +21 Cut immunity: +20% Only die when reaching: -80.00 life Maximum mana: +100.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +35 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Talent granted: +5 Diseased Body Physical save: +15 (+4 eff.) Spell save: +25 (+8 eff.) Disease immunity: +100% Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Inventory
Phial of the Ultimate Bearness Phial of the Ultimate BearnessPowered by unknown forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff phial's content. Impawssible?! |
shielding rune of the titan (absorb 349; dur 5; cd 17) shielding rune of the titan (absorb 349; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 349 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 471; dur 5; cd 14) shielding rune of the wizard (absorb 471; dur 5; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 471 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 587; dur 5; cd 18) shielding rune of the wizard (absorb 587; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 587 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Cracklegash the steel amulet Cracklegash the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Changes stats: +6 Str Changes resistances: +15% cold Changes resistances cap: +4% all Changes damage: +6% lightning Physical save: +13 (+3 eff.) Infravision radius: +3 See invisible: +15 Amulets make your neck look great! |
Dawnspire DawnspireInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +8 Str / +10 Dex / +10 Wil / +6 Con Changes resistances: +30% lightning / +9% blight Changes resistances penetration: +15% blight / +10% arcane / +15% light Changes damage: +3% arcane / +9% light Physical save: +14 (+3 eff.) Stun/Freeze immunity: +41% Life regen: +11.00 Maximum life: +55.00 Amulets make your neck look great! |
Emymina the Shaderaze Emymina the ShaderazeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +9 Dex Changes resistances penetration: +20% acid / +20% darkness / +25% mind Reduces incoming crit damage: 17.43% See invisible: +24 Amulets make your neck look great! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Halygorn HalygornPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil / +3 Cun / +5 Con Changes damage: +10% blight / +10% fire Critical mult.: +15.00% Blindness immunity: +26% Equilibrium when hit: +0.16 Spellpower: +10 (+2 eff.) Mental crit. chance: +1% Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 23 power out of 60/60) : Effective talent level: 3.0 Power cost: 23 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 23 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Saletta the stralite amulet Saletta the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +16 Damage when hit (Melee): 4 physical Changes stats: +3 Dex Changes resistances: +3% physical / +26% temporal Pinning immunity: +40% Knockback immunity: +44% Only die when reaching: -60.00 life Maximum stamina: +30.00 Amulets make your neck look great! |
Shineriver the voratun amulet Shineriver the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Damage when hit (Melee): 2 physical Changes stats: +6 Cun / +3 Con Changes resistances penetration: +25% light Blindness immunity: +24% Stamina each turn: +3.00 Infravision radius: +8 Sight radius: +2 See invisible: +14 Amulets make your neck look great! |
Spiderbiter the voratun amulet Spiderbiter the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances: +14% physical Changes resistances penetration: +15% blight / +15% nature Changes damage: +27% arcane Critical mult.: +15.00% Stamina each turn: +1.20 Spellpower on spell critical (stacks up to 3 times): +10 Mental crit. chance: +4% Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +15 (+3 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 28 power out of 36/36) : Effective talent level: 4.0 Power cost: 28 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (177). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Torchoozer TorchoozerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +18% fire / +5% arcane / +21% cold Changes resistances penetration: +15% arcane Changes damage: +12% arcane / +30% fire Cut immunity: +80% Healing mod.: +25% It can be used to activate talent Heal, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Vox =silence res= Vox =silence res=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of cunning (+3) clarifying steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% mind Confusion immunity: +21% Amulets make your neck look great! |
gold amulet 'Kindlemarrow' gold amulet 'Kindlemarrow'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 2 cold Changes stats: +7 Dex / +5 Cun / +6 Con Changes resistances: +3% blight / +6% cold Changes resistances penetration: +10% blight / +25% cold Life regen: +3.00 Stamina each turn: +0.70 Light radius: +3 Movement speed: +10% Amulets make your neck look great! |
grounding copper amulet of mastery (0.11 Technique / Combat training) grounding copper amulet of mastery (0.11 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.11 Technique / Combat training Stun/Freeze immunity: +20% Amulets make your neck look great! |
insulating voratun amulet of soulsearing insulating voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +24% fire / +25% cold Changes damage: +8% blight / +9% fire Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Amulets make your neck look great! |
restful copper amulet of manastreaming restful copper amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Mag Life regen: +2.00 Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +22.00 Amulets make your neck look great! |
restful voratun amulet of manastreaming restful voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -5% Changes stats: +4 Mag Life regen: +4.00 Mana each turn: +0.38 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +58.00 Amulets make your neck look great! |
steel amulet 'Blastveil' =16 armor= steel amulet 'Blastveil' =16 armor=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +16 Changes stats: +6 Wil Changes resistances: +2% physical / +6% light / +6% cold Changes damage: +6% lightning Blindness immunity: +20% Disarm immunity: +20% Teleport immunity: +20% Amulets make your neck look great! |
voratun amulet 'Ulfyfast' voratun amulet 'Ulfyfast'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +8 Str / +4 Mag Changes resistances: +18% physical Changes damage: +12% blight Critical mult.: +20.00% Physical save: +18 (+4 eff.) Spell save: +12 (+4 eff.) Stamina each turn: +1.20 Amulets make your neck look great! |
voratun amulet 'Xeralewe' voratun amulet 'Xeralewe'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Fatigue: -10% Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 33 * 21% chance to reduce all saves and defense by 20 Damage when hit (Melee): 2 blight Changes stats: +5 Mag Changes resistances: +6% mind Changes resistances penetration: +10% blight Changes damage: +8% temporal / +7% light / +3% blight / +16% physical / +8% darkness Life regen: +5.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Combat speed: +10% Amulets make your neck look great! |
warmaker's voratun amulet warmaker's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +8 Dex / +8 Wil 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. |
Anofast the Toxinblast Anofast the ToxinblastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+4 eff.) Damage when hit (Melee): 11 nature Changes stats: +8 Cun Changes resistances: +5% arcane / +32% fire Changes resistances penetration: +10% fire / +20% nature / +15% arcane Changes damage: +15% arcane / +6% nature Rings make your fingers look great! |
Armebers the Shadowsmash Armebers the ShadowsmashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 8 mind / 4 darkness Changes stats: +5 Cun Changes resistances: +9% blight Changes resistances penetration: +10% blight Changes damage: +15% mind / +12% darkness Rings make your fingers look great! |
Armydugen the Gorebrand Armydugen the GorebrandInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 10 nature / 6 light Changes stats: +9 Wil Changes resistances: +24% acid Changes resistances penetration: +25% light Changes damage: +9% acid Mental save: +18 (+9 eff.) Rings make your fingers look great! |
Blindvice BlindviceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +8 Mag / +5 Wil Changes resistances: +6% lightning Changes damage: +12% darkness Reduces incoming crit damage: 15.00% Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +27.00 Rings make your fingers look great! |
Chamylathel ChamylathelInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +18% blight / +25% cold / +5% arcane / +6% light Changes damage: +11% cold 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! |
Cracklesmash CracklesmashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Dex / +4 Wil / +2 Cun Changes resistances penetration: +20% lightning Reduces incoming crit damage: 15.00% Mental save: +8 (+4 eff.) Confusion immunity: +26% Rings make your fingers look great! |
Duvohir the copper ring Duvohir the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Cun Changes resistances: +3% light Spell save: +3 (+1 eff.) Disarm immunity: +24% Confusion immunity: +20% Pinning immunity: +25% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
Galevagrant the voratun ring Galevagrant the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Wil Changes resistances: +9% temporal Changes resistances penetration: +15% mind Changes damage: +12% lightning / +6% temporal / +6% mind Mental save: +20 (+10 eff.) Hate when firing a critical mind attack: +5.00 Mental crit. chance: +7% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Glilaith GlilaithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 10 arcane Changes stats: +3 Cun / +10 Dex Changes resistances penetration: +15% arcane Changes damage: +12% arcane Maximum mana: +60.00 Spellpower: +25 (+5 eff.) Infravision radius: +3 Rings make your fingers look great! |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Gunedravor the Flashlady Gunedravor the FlashladyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil / +3 Mag Changes resistances: +36% darkness Changes damage: +21% blight / +18% darkness / +9% light Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +8% 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! |
Gunisus GunisusCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +9% acid / +12% temporal Physical save: +6 (+1 eff.) Disease immunity: +10% Disarm immunity: +31% Pinning immunity: +52% Knockback immunity: +31% Maximum life: +28.00 Rings make your fingers look great! |
Kheloldir the steel ring Kheloldir the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Str / +12 Dex / +2 Wil / +8 Cun Rings make your fingers look great! |
Layybrenne the Forestbore Layybrenne the ForestboreInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +30 (+7 eff.) Changes stats: +3 Str Changes resistances: +36% lightning / +3% physical Changes resistances penetration: +25% arcane Changes damage: +18% lightning / +21% nature Damage Shield penetration: +30% Rings make your fingers look great! |
Lisiyara the Galebreeze Lisiyara the GalebreezeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +6 Changes stats: +21 Str / +8 Con Changes resistances: +12% lightning Changes damage: +12% physical Critical mult.: +20.00% Rings make your fingers look great! |
Manygund the Lightningstreak Manygund the LightningstreakInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +28% fire Changes damage: +6% arcane / +14% fire Critical mult.: +20.00% Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +20% 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! |
Mucusrock MucusrockInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +3 Con Changes resistances: +5% blight / +24% cold / +5% nature Changes resistances penetration: +5% blight Changes damage: +12% cold Spell save: +10 (+3 eff.) Poison immunity: +13% Disease immunity: +12% Maximum stamina: +12.00 Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's copper ring conjurer's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +5 (+1 eff.) Rings make your fingers look great! |
conjurer's stralite ring of misery conjurer's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Damage (Melee): 20 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 20 Damage (Ranged): 20 physical Changes stats: +6 Mag / +7 Wil / +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
conjurer's stralite ring of sensing conjurer's stralite ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +7 Wil Blindness immunity: +31% Spellpower: +8 (+2 eff.) Infravision radius: +5 See stealth: +12 See invisible: +13 Rings make your fingers look great! |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
copper ring 'Polimikira' copper ring 'Polimikira'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +3 (+2 eff.) Blindness immunity: +21% Hate when firing a critical mind attack: +5.00 Maximum psi: +20.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Infravision radius: +4 See stealth: +5 See invisible: +7 Rings make your fingers look great! |
copper ring of life copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +6.00 Maximum life: +41.00 Healing mod.: +11% Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 20 Damage (Melee): 17 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 20 Damage (Ranged): 7 physical Changes stats: +4 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
gold ring 'Woebearer' gold ring 'Woebearer'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Mag Changes resistances penetration: +25% darkness Changes damage: +18% darkness Physical save: +15 (+4 eff.) Spell save: +18 (+6 eff.) Blindness immunity: +20% Silence immunity: +20% Teleport immunity: +20% Spellpower: +11 (+3 eff.) Rings make your fingers look great! |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +26% Infravision radius: +4 See stealth: +10 See invisible: +10 Rings make your fingers look great! |
marksman's copper ring of arcana (+0.11/turn) marksman's copper ring of arcana (+0.11/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Silence immunity: +20% Mana each turn: +0.11 Rings make your fingers look great! |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings make your fingers look great! |
mule's gold ring of life mule's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Maximum encumbrance: +27 Life regen: +11.00 Maximum life: +46.00 Healing mod.: +13% Rings make your fingers look great! |
painweaver's stralite ring of misery painweaver's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+1 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 20 Damage (Melee): 18 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 20 Damage (Ranged): 24 physical Changes stats: +5 Cun Changes damage: +6% all Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +11 (+3 eff.) Mindpower: +7 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
pixie's voratun ring of warding pixie's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +23% acid / +23% fire / +16% lightning / +23% cold Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of the mind (+11%) rogue's copper ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +11% mind Changes damage: +11% mind Rings make your fingers look great! |
rogue's voratun ring of life rogue's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +8 Cun Life regen: +20.00 Maximum life: +72.00 Healing mod.: +17% Rings make your fingers look great! |
savage's copper ring savage's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+4 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
savior's stralite ring of power savior's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+1 eff.) Physical save: +11 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+6 eff.) Spellpower: +9 (+2 eff.) Mindpower: +9 (+4 eff.) 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: +10 (+2 eff.) Changes stats: +7 Cun / +7 Dex Life regen: +12.00 Maximum life: +76.00 Healing mod.: +19% Rings make your fingers look great! |
solipsist's steel ring of luminosity =5 cun= solipsist's steel ring of luminosity =5 cun=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 20 light Changes stats: +3 Mag / +5 Wil / +5 Cun Changes damage: +12% light Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring of misery steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 20 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 20 Damage (Ranged): 10 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 80% 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! |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
stralite ring 'Rimehunt' stralite ring 'Rimehunt'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 44% Damage when hit (Melee): 8 mind Changes stats: +9 Wil Changes resistances penetration: +20% cold Critical mult.: +20.00% Life regen: +17.00 Maximum life: +88.00 Mindpower: +10 (+5 eff.) Healing mod.: +18% Rings make your fingers look great! |
stralite ring of speed stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 31 cooldown : Effective talent level: 3.9 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
titan's steel ring of the mind (+10%) titan's steel ring of the mind (+10%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% mind Changes damage: +10% mind Physical save: +4 (+1 eff.) Rings make your fingers look great! |
treant's voratun ring treant's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +11% nature / +11% blight Poison immunity: +27% Disease immunity: +13% 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: * 16% chance to reduce all saves and defense by 20 Damage (Melee): 17 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 20 Damage (Ranged): 26 physical Changes stats: +5 Cun Changes resistances: +6% nature / +11% blight Poison immunity: +21% Disease immunity: +25% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Stun/Freeze immunity: +60% Mindpower: +14 (+7 eff.) 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: Stun/Freeze immunity: +60% Life regen: +15.00 Maximum life: +84.00 Healing mod.: +17% Rings make your fingers look great! |
voratun fire opal ring voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +13 Physical crit. chance: +5.0% Defense: +12 (+3 eff.) Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 80% 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! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring 'Glitterrend' voratun ring 'Glitterrend'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Physical power: +13 (+2 eff.) Damage when hit (Melee): 2 light Changes stats: +8 Dex / +7 Mag / +2 Cun Changes resistances: +9% light Changes resistances penetration: +15% fire Changes damage: +12% light / +9% fire Spellpower: +26 (+6 eff.) Mindpower: +11 (+5 eff.) Rings make your fingers look great! |
voratun ring of pilfering voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Defense: +11 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 80% 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! |
warrior's steel ring of power warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +4 Changes stats: +2 Str Spellpower: +6 (+1 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
warrior's voratun ring of luminosity warrior's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Damage (Melee): 28 light Damage (Ranged): 22 light Changes stats: +7 Str / +7 Mag Changes damage: +16% light Rings make your fingers look great! |
Sparksaw (180% power, 4 apr) =19 all stats= Sparksaw (180% power, 4 apr) =19 all stats=Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 50% Mag, 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 slow global speed by 46% Damage (Melee): +16 darkness Damage (radius 2) on crit: +71 lightning / +55 cold Damage against: +28% Living When wielded/worn: Defense: +20 (+5 eff.) Damage when hit (Melee): 4 lightning Changes stats: +19 Str / +19 Dex / +19 Mag / +19 Wil / +19 Cun / +19 Con Changes resistances: +6% mind Changes resistances penetration: +35% lightning / +35% cold Changes damage: +6% lightning Mental save: +12 (+6 eff.) Movement speed: +70% Massive two-handed mauls. |
voratun greatmaul 'Breneldir' (179% power, 4 apr) voratun greatmaul 'Breneldir' (179% power, 4 apr)Requires: - Strength 48 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: 180% Range: 1.5x Uses stats: 50% Mag, 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: * Wound the target dealing 391 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +27 nature Damage (radius 2) on crit: +20 mind When wielded/worn: Armour penetration: +16 Physical crit. chance: +40.0% Physical power: +21 (+3 eff.) Changes stats: +2 Wil / +2 Con Changes damage: +3% mind Critical mult.: +42.00% Mental save: +6 (+3 eff.) Psi when hit: +0.20 Maximum hate: +4.00 Massive two-handed mauls. |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 162% Range: 1.4x Uses stats: 110% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 56.87 arcane and 110.92 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+5 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Radiancezephyr (169% power, 6 apr) Radiancezephyr (169% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 170% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 123 lightning damage (1/turn) When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Effects on melee hit: * 27% chance to reduce armor by 44% Changes resistances: +9% mind Changes resistances penetration: +29% lightning / +30% mind Changes damage: +15% lightning Critical mult.: +31.00% Light radius: +4 Sharp, long, and deadly. |
voratun longsword 'Duathelvault' (156% power, 6 apr) voratun longsword 'Duathelvault' (156% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 156% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 205 damage over 5 turns and reducing armor and accuracy by 26 Damage (Melee): +4 arcane / +18 light / +16 darkness Damage against: +25% Undead When wielded/worn: Armour penetration: +13 Physical crit. chance: +11.0% Changes stats: +1 Cun / +4 Str Changes resistances: +6% darkness Critical mult.: +35.00% See invisible: +6 Sharp, long, and deadly. |
Balutir the voratun mace (157% power, 6 apr) Balutir the voratun mace (157% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stats: 50% Mag, 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 hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +13 Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Defense: +14 (+3 eff.) Changes stats: +1 Con Changes resistances: +9% temporal Changes damage: +3% temporal Critical mult.: +45.00% Disarm immunity: +42% Mana each turn: +0.04 Blunt and deadly. |
Strikerage (169% power, 6 apr) Strikerage (169% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 170% Range: 1.4x Uses stats: 50% Mag, 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 hit: * 25% chance for lightning to strike from the target to a second target dealing 123 damage Damage (radius 1) on hit: +15 fire When wielded/worn: Changes resistances: +5% arcane / +6% light Changes damage: +9% lightning Reduces incoming crit damage: 10.00% Spell save: +12 (+4 eff.) Knockback immunity: +20% Blunt and deadly. |
Xerutha the Viperfoe (155% power, 6 apr) Xerutha the Viperfoe (155% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stats: 50% Mag, 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 hit: * Projects up to 3 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 205 damage over 5 turns and reducing armor and accuracy by 26 When wielded/worn: Armour penetration: +12 Physical crit. chance: +13.0% Effects on melee hit: * 10% chance to slow global speed by 46% * 20% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 4 blight / 2 fire Changes resistances: +6% nature Changes resistances penetration: +20% nature / +10% blight Changes damage: +3% blight / +6% fire Critical mult.: +35.00% Blunt and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire 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: 172% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+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 152 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." |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Power: 66% Range: 1.2x Uses stat: 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+4 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (143% power, 0 apr, arcane element) Telos's Staff (Top Half) (143% power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+4 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Xeramina (164% power, 6 apr) Xeramina (164% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 164% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +10% Damage (Melee): +4 arcane When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Physical crit. chance: +14.0% Damage when hit (Melee): 2 blight Changes resistances penetration: +13% all Critical mult.: +20.00% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 One-handed war axes. |
steel waraxe 'Dawnpall' (111% power, 3 apr) steel waraxe 'Dawnpall' (111% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 111% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 205 damage over 5 turns and reducing armor and accuracy by 26 Damage (Melee): +8 light Damage (radius 1) on hit: +8 light When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +5% nature Changes damage: +9% light / +12% nature One-handed war axes. |
Camuran the Scabfear =12 armor= Camuran the Scabfear =12 armor=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Armour: +12 Damage when hit (Melee): 6 nature / 2 light Changes stats: +2 Str Life regen: +1.70 Healing mod.: +20% A belt that goes around your waist. |
Daystoker the drakeskin leather belt Daystoker the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +4 Dex / +1 Wil / +6 Cun / +10 Lck Changes resistances: +12% light Changes resistances penetration: +10% mind Trap disarming bonus: +30 Stealth bonus: +14 Spell save: +13 (+4 eff.) Mental save: +15 (+8 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum life: +104.00 Maximum psi: +10.00 Light radius: +1 Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
Xerynn the hardened leather belt Xerynn the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Damage when hit (Melee): 2 mind / 4 blight Changes stats: +5 Mag Changes resistances penetration: +15% blight Changes damage: +9% mind / +9% blight Spell save: +7 (+2 eff.) Mana each turn: +0.10 Maximum life: +73.00 Maximum mana: +81.00 Maximum stamina: +38.00 Maximum hate: +13.00 Maximum psi: +28.00 Maximum vim: +26.00 Maximum pos.energy: +26.00 Maximum neg.energy: +24.00 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. |
hardened leather belt 'Emovena' hardened leather belt 'Emovena'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +4 Con Changes resistances: +15% temporal Changes damage: +3% temporal Critical mult.: +8.00% Spell save: +7 (+2 eff.) Mental save: +7 (+4 eff.) Mindpower: +5 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 A belt that goes around your waist. |
insulating rough leather belt of unlife =undead= insulating rough leather belt of unlife =undead=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Chozor (3 def, 0 armour) Chozor (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +8 Mag / +14 Wil / +6 Cun / +4 Con Changes resistances penetration: +25% blight Changes damage: +6% arcane Spell save: +13 (+4 eff.) Maximum mana: +70.00 Mental crit. chance: +7% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Cyrimina (1 def, 7 armour) Cyrimina (1 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +15 (+2 eff.) Armour: +7 Defense: +1 (+0 eff.) Changes resistances: +12% cold Changes resistances penetration: +5% physical Changes damage: +3% mind / +9% physical 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. |
Galestake (1 def, 0 armour) =2 con= Galestake (1 def, 0 armour) =2 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 10 lightning Changes stats: +2 Str / +2 Wil / +2 Con Changes resistances: +3% cold Equilibrium when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lelarak (1 def, 14 armour) Lelarak (1 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +14 Defense: +1 (+0 eff.) Changes resistances: +12% cold Changes damage: +3% physical Cut immunity: +10% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voreldama (18 def, 11 armour) Voreldama (18 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +3 (+0 eff.) Armour: +11 Defense: +18 (+4 eff.) Fatigue: -6% Changes resistances: +3% acid / +3% temporal / +6% blight Physical save: +20 (+5 eff.) Spell save: +40 (+13 eff.) Mental save: +39 (+19 eff.) Cut immunity: +21% Silence immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Woewend the linen cloak (1 def, 6 armour) Woewend the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% cold Changes resistances penetration: +5% temporal Changes damage: +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+8 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+10 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Aeruvea the pair of hardened leather boots (0 def, 15 armour) Aeruvea the pair of hardened leather boots (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +15 Changes resistances: +6% light Critical mult.: +20.00% Silence immunity: +20% Only die when reaching: -40.00 life Maximum life: +40.00 A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 241 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 19 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Beluwen the Flashvortex (0 def, 5 armour) Beluwen the Flashvortex (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Damage when hit (Melee): 2 light / 4 fire Changes stats: +4 Mag / +6 Wil / +10 Cun / +6 Con Changes resistances penetration: +10% light Critical mult.: +10.00% Physical save: +37 (+9 eff.) Spell save: +26 (+9 eff.) Mental save: +40 (+19 eff.) Stamina each turn: +0.90 Mana when firing critical spell: +1.00 Maximum life: +58.00 Maximum vim: +10.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+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 (+5 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 25 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. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 42% (based on Cunning) Activation costs 38 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Relgigazor the Radiancenail (0 def, 10 armour) Relgigazor the Radiancenail (0 def, 10 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Damage when hit (Melee): 2 arcane Changes resistances: +11% acid / +3% light / +28% fire / +19% cold / +5% arcane / +8% lightning Changes resistances penetration: +25% light Changes damage: +6% arcane Stamina each turn: +1.10 Maximum stamina: +33.00 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +38% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Vorassra the pair of iron boots (0 def, 9 armour) Vorassra the pair of iron boots (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Changes resistances: +5% arcane / +6% temporal Physical save: +6 (+1 eff.) Disease immunity: +10% Confusion immunity: +20% Stamina each turn: +0.30 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 16 power out of 20/20) : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Neruserin' (17 def, 15 armour) pair of drakeskin leather boots 'Neruserin' (17 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Armour: +15 Defense: +17 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 44% Changes stats: +3 Str / +13 Dex / +1 Mag / +2 Wil / +4 Cun Changes resistances: +13% acid / +15% fire / +15% lightning / +9% cold Reduces incoming crit damage: 5.00% Spellpower: +18 (+4 eff.) Mindpower: +14 (+7 eff.) Infravision radius: +3 A pair of boots made of leather. |
pair of hardened leather boots 'Eilinulaith' (0 def, 3 armour) pair of hardened leather boots 'Eilinulaith' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Con / +2 Wil Changes resistances: +3% lightning / +3% temporal / +3% darkness / +11% fire / +8% cold Changes resistances penetration: +7% physical Silence immunity: +31% Confusion immunity: +27% Stun/Freeze immunity: +34% Teleport immunity: +20% Mindpower: +4 (+2 eff.) Healing mod.: +5% It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 3.0 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 37 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Blizzardquencher (0 def, 2 armour) Blizzardquencher (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 10 darkness / 7 blight Damage when hit (Melee): 4 cold Changes stats: +3 Dex Changes resistances: +7% darkness / +5% blight Changes resistances penetration: +15% arcane Changes damage: +3% blight / +3% cold / +3% darkness / +6% arcane When used to modify unarmed attacks: Power: 115% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 17% Damage (radius 2) on crit: +5 blight Metal gloves protecting the hands up to the middle of the lower arm. |
Cyremira (25 def, 13 armour) Cyremira (25 def, 13 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +13 Defense: +25 (+6 eff.) Fatigue: +5% Changes stats: +7 Dex / +3 Con Changes damage: +9% physical Life regen: +9.00 Stamina each turn: +2.00 Maximum stamina: +59.00 When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Flashkarma (0 def, 9 armour) Flashkarma (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Damage (Melee): 8 physical Damage when hit (Melee): 4 acid / 8 light Changes resistances: +6% acid Changes damage: +18% acid / +6% physical / +6% light / +18% fire When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex 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: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +9 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Radiancespike the dwarven-steel gauntlets (0 def, 6 armour) Radiancespike the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Fatigue: +3% Damage (Melee): 8 fire Damage when hit (Melee): 4 arcane Changes resistances: +7% fire Changes resistances penetration: +5% arcane Changes damage: +6% light / +8% fire Critical mult.: +11.00% Mental save: +9 (+5 eff.) Maximum life: +50.00 Spell crit. chance: +8% Mental crit. chance: +10% Light radius: +1 When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (radius 2) on crit: +7 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+7 eff.) This jeweled crown shimmers with colors. |
Ebonyscar the hardened leather cap (6 def, 9 armour) =4 res all= Ebonyscar the hardened leather cap (6 def, 9 armour) =4 res all=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+1 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +2 Wil / +7 Mag Changes resistances: +3% acid / +4% all Physical save: +7 (+2 eff.) Infravision radius: +3 A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-6 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+7 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Naturestriker the elven-silk wizard hat (3 def, 0 armour) Naturestriker the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Crafted by a master 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: * 10% chance to slow global speed by 46% * 20% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +8 Wil Changes resistances: +6% blight Changes resistances penetration: +5% nature / +5% lightning Changes damage: +3% nature / +9% lightning Physical save: +9 (+2 eff.) Mana each turn: +2.70 Mana when hit: +1.90 Equilibrium when hit: +2.60 Psi when hit: +2.10 Hate when hit: +2.30 Maximum mana: +95.00 Spellpower: +8 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 31 cooldown : Effective talent level: 2.0 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+8 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Unredogavor the hardened leather cap (6 def, 11 armour) Unredogavor the hardened leather cap (6 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +5 Dex Changes resistances: +11% acid / +7% cold / +10% lightning / +10% fire / +3% mind / +4% all Physical save: +11 (+3 eff.) Stamina each turn: +3.00 Stamina when hit: +1.50 Equilibrium when hit: +1.50 Maximum stamina: +20.00 A cap made of leather. |
Yaridunarab the Coalhue (12 def, 5 armour) Yaridunarab the Coalhue (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 darkness Changes stats: +9 Wil / +7 Cun / +16 Lck Changes resistances: +15% blight / +5% arcane / +3% darkness Changes resistances penetration: +15% darkness / +15% arcane Changes damage: +21% arcane Mental save: +15 (+8 eff.) Spell crit. chance: +7% Mental crit. chance: +8% A cap made of leather. |
drakeskin leather cap 'Eremurovor' (15 def, 5 armour) drakeskin leather cap 'Eremurovor' (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Defense: +15 (+3 eff.) Fatigue: +5% Changes stats: +12 Dex / +9 Wil / +5 Cun Changes resistances: +14% blight / +6% darkness / +6% acid Mental save: +16 (+8 eff.) Cut immunity: +20% Teleport immunity: +20% Life regen: +2.00 A cap made of leather. |
linen wizard hat 'Salora' (1 def, 4 armour) =20 stun res= linen wizard hat 'Salora' (1 def, 4 armour) =20 stun res=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +3% temporal Physical save: +6 (+1 eff.) Mental save: +3 (+2 eff.) Stun/Freeze immunity: +20% Maximum life: +20.00 Healing mod.: +15% A pointy cloth hat, very wizardly... |
voratun helm 'Umbrajustice' (0 def, 5 armour) voratun helm 'Umbrajustice' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +10 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 23% chance to reduce damage dealt by 17% Changes stats: +14 Str / +9 Dex / +9 Con Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +29% darkness Physical save: +15 (+4 eff.) Mental save: +14 (+7 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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 945.9 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Drolathabar (25 def, 20 armour) Drolathabar (25 def, 20 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Armour: +20 Defense: +25 (+6 eff.) Fatigue: +22% Damage (Melee): 14 acid / 14 fire Damage when hit (Melee): 13 acid / 12 fire Changes stats: +5 Cun Changes resistances: +29% acid / +13% physical / +30% fire / +10% lightning / +13% cold Changes resistances penetration: +5% physical Talent cooldown: Rush (-5 turns) Physical save: +6 (+1 eff.) Mental save: +18 (+9 eff.) Disarm immunity: +36% Stun/Freeze immunity: +26% Knockback immunity: +24% A suit of armour made of metal plates. |
Eilinuriwen the Torchrock (0 def, 21 armour) =water= Eilinuriwen the Torchrock (0 def, 21 armour) =water=Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +21 Fatigue: +22% Damage when hit (Melee): 4 fire Changes stats: +9 Cun / +8 Wil Changes resistances: +37% acid / +13% physical / +32% fire / +14% lightning / +28% cold Changes resistances penetration: +5% fire / +15% temporal Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Mental save: +19 (+10 eff.) Disarm immunity: +39% Stun/Freeze immunity: +40% Knockback immunity: +38% A suit of armour made of metal plates. |
Temporal Rift (8 def, 4 armour, 161% power, 325 block) Temporal Rift (8 def, 4 armour, 161% power, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 70% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Black Wall (12 def, 9 armour, 164% power, 200 block) The Black Wall (12 def, 9 armour, 164% power, 200 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +6% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
demon seed [champion of Urh'Rok] (50, body) demon seed [champion of Urh'Rok] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes stats: +25 Str / +25 Mag Maximum life: +200.00 Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [daelach] (50, body) demon seed [daelach] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Stun/Freeze immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (50, body) demon seed [dolleg] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (50, body) demon seed [dúathedlen] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (50, body) demon seed [fire imp] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (50, body) demon seed [forge-giant] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Reduces duration of detrimental effects by 40% Demon status: alive (25% life). The seed of a demon. |
demon seed [onilug] (50, body) demon seed [onilug] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Teleport immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (45, body) demon seed [quasit] (45, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Overpower Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (50, body) demon seed [thaurhereg] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Silence immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (50, body) demon seed [uruivellas] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Global speed: +19% Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (50, body) demon seed [water imp] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (50, body) demon seed [wretch titan] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (50, body) demon seed [wretchling] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (50, finger) demon seed [daelach] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (50, finger) demon seed [dolleg] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (50, finger) demon seed [dúathedlen] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (50, finger) demon seed [fire imp] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (50, finger) demon seed [onilug] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (50, finger) demon seed [quasit] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (50, finger) demon seed [thaurhereg] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (50, finger) demon seed [uruivellas] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (50, finger) demon seed [water imp] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (50, finger) demon seed [wretch titan] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (89% life). The seed of a demon. |
demon seed [wretchling] (50, finger) demon seed [wretchling] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (50, mainhand) demon seed [champion of Urh'Rok] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doomed Nature Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [daelach] (50, mainhand) demon seed [daelach] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (50, mainhand) demon seed [dolleg] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: 13% chance to trigger a Blood Spray cast of level 5 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (50, mainhand) demon seed [dúathedlen] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (23% life). The seed of a demon. |
demon seed [fire imp] (50, mainhand) demon seed [fire imp] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (50, mainhand) demon seed [forge-giant] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doomfire Demon status: alive (21% life). The seed of a demon. |
demon seed [quasit] (50, mainhand) demon seed [quasit] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (50, mainhand) demon seed [thaurhereg] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Silence Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (50, mainhand) demon seed [uruivellas] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (41, mainhand) demon seed [water imp] (41, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (50, mainhand) demon seed [wretch titan] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (50, mainhand) demon seed [wretchling] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (50, offhand) demon seed [champion of Urh'Rok] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Armoured Leviathan Demon status: alive (49% life). The seed of a demon. |
demon seed [daelach] (50, offhand) demon seed [daelach] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (50, offhand) demon seed [dolleg] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (50, offhand) demon seed [dúathedlen] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Grants telepathy: All Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (50, offhand) demon seed [fire imp] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances: +35% blight / +35% fire / +35% physical Reduce damage by fixed amount: +25 blight / +25 fire / +25 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (50, offhand) demon seed [forge-giant] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (19% life). The seed of a demon. |
demon seed [onilug] (50, offhand) demon seed [onilug] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Hexed Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (50, offhand) demon seed [quasit] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances penetration: +25% acid / +25% physical / +25% blight Changes damage: +32% acid / +32% physical / +32% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (37, offhand) demon seed [thaurhereg] (37, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (50, offhand) demon seed [uruivellas] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doom Storm Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (50, offhand) demon seed [wretch titan] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (44, offhand) demon seed [wretchling] (44, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances: +32% acid / +32% darkness / +32% blight Reduce damage by fixed amount: +22 acid / +22 darkness / +22 blight Demon status: alive (100% life). The seed of a demon. |
Arkul's Siege Arrows (14/14, 180% power, 100 apr) Arkul's Siege Arrows (14/14, 180% power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
5 agate 5 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. |
1568 alchemist agate 1568 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. |
7 onyx 7 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine 3 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Falefast (dig speed 8 turns) Falefast (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Changes stats: +8 Str / +4 Cun Changes resistances: +9% acid / +9% temporal Changes resistances penetration: +25% temporal Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +40.00 Maximum stamina: +25.00 Spell crit. chance: +1% Infravision radius: +5 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 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Rainsting the voratun pickaxe (dig speed 8 turns) Rainsting the voratun pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +2 Physical power: +10 (+1 eff.) Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +8 Dex / +6 Cun Changes resistances: +10% physical Changes resistances penetration: +10% physical Changes damage: +9% physical / +9% cold Stamina each turn: +3.10 Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Zubymiwe (dig speed 10 turns) Zubymiwe (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +7 Str / +8 Cun / +6 Con Changes resistances: +9% darkness / +8% fire Reduces incoming crit damage: 15.00% Light radius: +1 Infravision radius: +8 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns) woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature 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: "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. |
6 emerald 6 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. |
5 jade 5 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
8 turquoise 8 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 76 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Betariatha BetariathaPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 46 fire Changes stats: +5 Wil Changes resistances: +12% acid / +19% fire / +13% light Changes damage: +14% darkness Damage affinity(heal): +5% darkness Critical mult.: +15.00% Mental save: +9 (+5 eff.) Equilibrium when hit: +0.04 Light radius: +5 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 5.2 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 543.63 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bokeladir BokeladirCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +6 Con Changes resistances: +6% cold / +9% light / +9% mind Changes resistances penetration: +11% all Changes damage: +18% physical Life regen: +4.00 Stamina each turn: +3.00 Light radius: +6 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Flashgore the brass lantern Flashgore the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Changes damage: +15% physical Critical mult.: +10.00% Stamina each turn: +2.00 Maximum life: +43.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 240.72 darkness damage (based on Mindpower and charge) Activation costs 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
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. |
brass lantern 'Brandvile' brass lantern 'Brandvile'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +6% acid / +9% fire Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Heatstake' brass lantern 'Heatstake'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage when hit (Melee): 2 fire Changes resistances: +3% blight / +3% cold Changes resistances penetration: +20% darkness / +10% fire Changes damage: +3% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +7 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. |
piercing alchemist's lamp piercing alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Changes resistances penetration: +6% all Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 12 power out of 25/25) : Effective talent level: 5.0 Power cost: 12 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
75 alchemist bloodstone 75 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. |
8 bloodstone 8 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. |
14 fire opal 14 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. |
9 garnet 9 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. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)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 153 power out of 295/400. 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 627.84 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. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Smearglamour the stralite torque of clear mind [power 4] (19 cooldown) Smearglamour the stralite torque of clear mind [power 4] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +12% light Changes resistances penetration: +25% nature Changes damage: +9% light Light radius: +3 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: * Increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Velemina [power 119] (19 cooldown) Velemina [power 119] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +30 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% It can be used to setup a psionic shield, reducing all damage taken by 119 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Mayodakira [power 446] (12 cooldown) Mayodakira [power 446] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Changes stats: +3 Str / +2 Dex / +3 Con Changes resistances: +1% physical Only die when reaching: -60.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 446 Activation puts all charms on cooldown for 12 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Xanor the Chillspire [power 206] (12 cooldown) =heal= Xanor the Chillspire [power 206] (12 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% * 20% chance to reduce armor by 44% Changes resistances: +18% cold Changes resistances penetration: +10% cold It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 12 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Shaderend [power 494] (16 cooldown) Shaderend [power 494] (16 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes resistances: +3% darkness Maximum wards: +4 arcane / +5 fire / +4 nature / +5 temporal Talent granted: +1 Ward Critical mult.: +20.00% Psi when hit: +0.12 It can be used to create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. When used: * Increase all damage by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
9 diamond 9 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. |
13 moonstone 13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 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. |
3 ametrine 3 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. |
6 citrine 6 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. |
6 zircon 6 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Carnelia the Ghoul Demonologist level 36
71st Regrowth 123rd year of Ascendancy at 16:06 see stats
By Carnelia the Ghoul Demonologist level 28
14th Regrowth 123rd year of Ascendancy at 19:32 see stats
By Carnelia the Ghoul Demonologist level 35
69th Regrowth 123rd year of Ascendancy at 19:28 see stats
By Carnelia the Ghoul Demonologist level 49
6th Decay 123rd year of Ascendancy at 02:20 see stats
By Carnelia the Ghoul Demonologist level 40
76th Pyre 123rd year of Ascendancy at 22:01 see stats
By Carnelia the Ghoul Demonologist level 49
55th Regrowth 124th year of Ascendancy at 16:05 see stats
By Carnelia the Ghoul Demonologist level 47
30th Haze 123rd year of Ascendancy at 03:56 see stats
By Carnelia the Ghoul Demonologist level 39
71st Pyre 123rd year of Ascendancy at 11:20 see stats
By Carnelia the Ghoul Demonologist level 27
51st Haze 122nd year of Ascendancy at 03:53 see stats
By Carnelia the Ghoul Demonologist level 50
14th Dusk 124th year of Ascendancy at 07:16 see stats
By Carnelia the Ghoul Demonologist level 10
1st Dusk 122nd year of Ascendancy at 19:38 see stats
By Carnelia the Ghoul Demonologist level 37
66th Pyre 123rd year of Ascendancy at 16:37 see stats
By Carnelia the Ghoul Demonologist level 50
6th Flare 124th year of Ascendancy at 23:23 see stats
By Carnelia the Ghoul Demonologist level 32
60th Regrowth 123rd year of Ascendancy at 17:19 see stats
By Carnelia the Ghoul Demonologist level 50
50th Dusk 124th year of Ascendancy at 08:06 see stats
By Carnelia the Ghoul Demonologist level 21
8th Haze 122nd year of Ascendancy at 04:15 see stats
By Carnelia the Ghoul Demonologist level 36
52nd Pyre 123rd year of Ascendancy at 13:38 see stats
By Carnelia the Ghoul Demonologist level 23
24th Haze 122nd year of Ascendancy at 19:35 see stats
By Carnelia the Ghoul Demonologist level 50
41st Dusk 124th year of Ascendancy at 23:55 see stats
By Carnelia the Ghoul Demonologist level 28
14th Regrowth 123rd year of Ascendancy at 19:56 see stats
By Carnelia the Ghoul Demonologist level 50
55th Regrowth 124th year of Ascendancy at 22:55 see stats
By Carnelia the Ghoul Demonologist level 10
1st Dusk 122nd year of Ascendancy at 19:38 see stats
By Carnelia the Ghoul Demonologist level 20
1st Haze 122nd year of Ascendancy at 13:26 see stats
By Carnelia the Ghoul Demonologist level 30
24th Regrowth 123rd year of Ascendancy at 05:28 see stats
By Carnelia the Ghoul Demonologist level 40
74th Pyre 123rd year of Ascendancy at 09:26 see stats
By Carnelia the Ghoul Demonologist level 50
55th Regrowth 124th year of Ascendancy at 16:49 see stats
By Carnelia the Ghoul Demonologist level 50
39th Dusk 124th year of Ascendancy at 11:33 see stats
By Carnelia the Ghoul Demonologist level 27
61st Haze 122nd year of Ascendancy at 09:05 see stats
By Carnelia the Ghoul Demonologist level 50
56th Pyre 124th year of Ascendancy at 06:00 see stats
By Carnelia the Ghoul Demonologist level 37
65th Pyre 123rd year of Ascendancy at 03:26 see stats
By Carnelia the Ghoul Demonologist level 24
39th Haze 122nd year of Ascendancy at 20:21 see stats
By Carnelia the Ghoul Demonologist level 38
66th Pyre 123rd year of Ascendancy at 21:25 see stats
By Carnelia the Ghoul Demonologist level 50
50th Dusk 124th year of Ascendancy at 08:04 see stats
By Carnelia the Ghoul Demonologist level 28
14th Regrowth 123rd year of Ascendancy at 19:32 see stats
By Carnelia the Ghoul Demonologist level 6
9th Mirth 122nd year of Ascendancy at 16:29 see stats
By Carnelia the Ghoul Demonologist level 9
2nd Flare 122nd year of Ascendancy at 01:16 see stats
By Carnelia the Ghoul Demonologist level 28
14th Regrowth 123rd year of Ascendancy at 19:32 see stats
By Carnelia the Ghoul Demonologist level 28
9th Decay 122nd year of Ascendancy at 17:41 see stats
By Carnelia the Ghoul Demonologist level 50
75th Pyre 124th year of Ascendancy at 13:31 see stats
By Carnelia the Ghoul Demonologist level 5
5th Mirth 122nd year of Ascendancy at 11:01 see stats
By Carnelia the Ghoul Demonologist level 42
3rd Dusk 123rd year of Ascendancy at 03:22 see stats
By Carnelia the Ghoul Demonologist level 28
14th Regrowth 123rd year of Ascendancy at 19:32 see stats
By Carnelia the Ghoul Demonologist level 28
9th Decay 122nd year of Ascendancy at 08:40 see stats
By Carnelia the Ghoul Demonologist level 23
13rd Haze 122nd year of Ascendancy at 15:01 see stats
By Carnelia the Ghoul Demonologist level 17
61st Dusk 122nd year of Ascendancy at 00:16 see stats
By Carnelia the Ghoul Demonologist level 35
69th Regrowth 123rd year of Ascendancy at 02:42 see stats
Log
Carnelia activates Osmosis Shield.
Carnelia deactivates Osmosis Shield.
Carnelia activates Osmosis Shield.
Carnelia deactivates Osmosis Shield.
Carnelia activates Osmosis Shield.
Carnelia deactivates Osmosis Shield.
Carnelia activates Osmosis Shield.
Carnelia deactivates Osmosis Shield.
Carnelia activates Osmosis Shield.
Carnelia deactivates Osmosis Shield.
Carnelia activates Osmosis Shield.
Carnelia deactivates Osmosis Shield.
Carnelia activates Osmosis Shield.
Carnelia deactivates Osmosis Shield.
Carnelia activates Osmosis Shield.
Carnelia deactivates Osmosis Shield.
You are yanked out of this place!
Rested for 39 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Carnelia activates Osmosis Shield.
Saving game...
Saving done.
Saving game...
Saving done.
The rod emits a strange noise, glows briefly and returns to normal.
Saving game...
Saving done.