










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Doombringer |
| Level / Exp | 50 / 3766% |
| Size | big |
| Lifes / Deaths | Killed by Arudakira the copperhead snake at level 17 on the 44th Dusk 122nd year of Ascendancy at 17:06 2 / 5Killed by war hound at level 19 on the 46th Dusk 122nd year of Ascendancy at 20:37 Killed by Emolle the hornet swarm at level 19 on the 68th Dusk 122nd year of Ascendancy at 15:33 Killed by Enthaot the quasit at level 23 on the 78th Dusk 122nd year of Ascendancy at 09:59 Killed by Eilinyletta the black bear at level 24 on the 4th Haze 122nd year of Ascendancy at 13:45 |
Primary Stats
| Strength | 145 (base 65) |
| Dexterity | 67 (base 50) |
| Constitution | 62 (base 13) |
| Magic | 99 (base 60) |
| Willpower | 64 (base 12) |
| Cunning | 80 (base 47) |
Resources
| Mana | 0/799 |
| Equilibrium | 117874 |
| Vim | 153/191 |
| Life | 1552/1552 |
| Stamina | 352/352 |
| Healing Factor | 1.6362068965518 |
| Regeneration | 18.080086206897 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +118.72307323196% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 15 |
| See Stealth | 42.646342358568 |
| See Invisible | 57.646342358568 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon |
Offense: Mainhand
| Damage | 249 |
| Accuracy | 72 |
| Crit Chance | 87% |
| APR | 67 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 71% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 72% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +25% |
| Lightning | +76% |
| Fire | +76% |
| Temporal | +30% |
| Cold | +76% |
| Arcane | +102% |
| Mind | +50% |
| All | +12% |
Offense: Damage Penetration
| Lightning | +30% |
| Mind | +37% |
| Cold | +30% |
| Blight | +15% |
| Arcane | +40% |
| Fire | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 106.81242160578 (96.030927835052%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 24 |
| Physical Save | 77 |
| Spell Save | 53 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 41%( 70%) |
| All | + 11%( 70%) |
| Mind | + 34%( 70%) |
| Lightning | + 25%( 70%) |
| Light | -17%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 29%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 50% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 12 turns. While Heroism is active, you will only die when reaching -1013 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 820 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1009% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.50 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Elemental Harmony |
| talent | Precise Strikes |
| talent | Corruption of the Doomed |
| talent | Horrifying Blows |
| talent | Abyssal Shield |
| talent | Chant of Fortress |
| talent | Eternal Suffering |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Isletira the vampire. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Strength by +2. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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: 2379. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Beirazor (25 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+9 eff.) Fatigue: +4% Changes stats: +11 Str / +3 Mag / +2 Cun / +9 Con Changes damage: +9% physical Grants telepathy: Dragon Life regen: +4.70 Light radius: +2 Infravision radius: +3 Healing mod.: +30% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Flowermark the dwarven lantern =slow undead=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 36% Damage when hit (Melee): 8 nature Changes stats: +7 Wil Changes resistances: +3% lightning / +15% darkness / +15% blight / +9% fire / +9% nature Changes damage: +15% mind Mental save: +12 (+3 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +9 (+3 eff.) Mental crit. chance: +12% Light radius: +4 Infravision radius: +6 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 28 blight damage or heals 38 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Salobeth (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +9 Str / +3 Dex / +4 Cun / +5 Con Changes resistances: +15% acid / -31% light / +15% fire / +3% blight / +14% cold / +6% mind / +13% lightning Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Pinning immunity: +15% Life regen: +6.10 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 1403.3 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | voratun pickaxe 'Dimbrawn' (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +5 Defense: +7 (+3 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +17 Str / +10 Wil / +4 Cun / +4 Con Changes resistances: +10% physical Changes damage: +3% mind Critical mult.: +5.00% Equilibrium when hit: +0.04 Mindpower: +6 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Camuharatar' =arcane damage=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +10 Str / +10 Mag / +8 Cun / +10 Con Changes resistances: +20% mind / +9% temporal Changes resistances penetration: +15% blight Changes damage: +9% temporal / +20% mind / +15% arcane Vim when firing critical spell: +3.00 Spellpower: +15 (+3 eff.) Rings can have magical properties. |
| On fingers | Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 4.4 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 459.48 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | ZubeyawenPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +14 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 mind Changes stats: +6 Wil Changes resistances: +3% temporal Changes resistances penetration: +5% mind Changes damage: +9% temporal Critical mult.: +14.00% Mental save: +15 (+4 eff.) Maximum life: +93.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a temporary shield that absorbs 374 damage, putting all charms on cooldown for 24 turns. A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 157 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." |
| On hands | drakeskin leather gloves 'Gugara' (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 24% chance to cause random gloom Damage (Melee): 40 mind / 25 darkness Critical mult.: +15.00% Physical save: +33 (+7 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +50% Only die when reaching: -20.00 life Spell crit. chance: +20% Mindpower: +10 (+3 eff.) Mental crit. chance: +18% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+9 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 / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+4 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 12 power out of 15/15) : Effective talent level: 3.6 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. |
| Cloak | Lisygatha the elven-silk cloak (3 def, 0 armour) =str life=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +12 Str / +2 Dex / +2 Mag / +6 Wil / +6 Con Changes resistances penetration: +32% mind Physical save: +15 (+4 eff.) Maximum life: +102.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +2% Light radius: +2 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 8 power out of 48/48) : Effective talent level: 4.4 Power cost: 8 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 372.81 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
Primal Infusion (affinity 16%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 248)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 248 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 285)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 285 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+15 for 10 turns, die at -958)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 10 turns. While Heroism is active, you will only die when reaching -958 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+16 for 11 turns, die at -941)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -941 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 928 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 928 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 823 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 823 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 851 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 851 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 774 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 774 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 37%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 37% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 38%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 25%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (409 acid damage; disarm 5 turns with power 65)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 unleash a wave of acid in a cone of radius 6, doing 408.58 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 65 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
biting gale rune of the sneak (352 cold damage; freeze 3 turns with power 59)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 direct a cone of chilling stormwind doing 352.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 59 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (361 cold damage; freeze 3 turns with power 59)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 360.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 59 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (375 cold damage; freeze 3 turns with power 78)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 374.88 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 78 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (482 cold damage; freeze 3 turns with power 79)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 482.24 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 79 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. 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 ability. |
controlled phase door rune of the warrior (range 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (730 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 730.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (632 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 632.19 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
lightning rune of the sneak (922 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 307.41 to 922.24 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (720 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 239.95 to 719.84 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (919 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 306.24 to 918.72 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (982 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 327.48 to 982.43 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
phase door rune of the duelist (range 17; power 44; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 44%, your defense is increased by 44 and all your resistances by 44%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 13; power 38; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. 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 ability. |
shielding rune of the duelist (absorb 663 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 663 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 759 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 759 damage for 7 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 ability. |
teleportation rune of the warrior (range 201)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 201 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
AditiraPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +4 Con / +6 Wil Changes resistances: +6% arcane / +3% physical Changes damage: +9% blight / +15% fire Critical mult.: +20.00% Mental save: +14 (+3 eff.) Cut immunity: +70% Confusion immunity: +24% Life regen: +0.20 Spellpower: +15 (+3 eff.) Mindpower: +13 (+4 eff.) Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 303 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Beodunayon the gold amulet =shield pen=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun / +6 Con Changes damage: +9% arcane Physical save: +13 (+3 eff.) Life regen: +1.80 Mana each turn: +0.16 Maximum life: +50.00 Maximum vim: +20.00 Spellpower: +6 (+1 eff.) See invisible: +18 Damage Shield penetration: +40% Amulets can have magical properties. |
Blazeserpent the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to blind * 31% chance to corrode armour by 30% Changes resistances: +9% acid / +9% temporal / +50% light / +26% darkness Changes damage: +9% light Blindness immunity: +50% Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Fuligas the DimblastInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +27% light / +42% darkness Changes resistances penetration: +10% light / +26% darkness Changes damage: +18% darkness Blindness immunity: +35% Amulets can have magical properties. |
Lisulaith =crit mul=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Critical mult.: +25.00% Physical save: +16 (+4 eff.) Spell save: +36 (+11 eff.) Mental save: +15 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +4 (+0 eff.) Spell crit. chance: +2% Amulets can have magical properties. |
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 (+1 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 24 power out of 60/60) : Effective talent level: 3.0 Power cost: 24 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, and silences everyone else who enters. The circle lasts 6 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. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 24 power out of 30/30) : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 19% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
ShockbilePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 8 lightning / 8 blight Changes stats: +5 Mag Changes resistances: +6% blight / +15% acid Changes resistances penetration: +10% blight Changes damage: +11% acid / +13% blight / +20% fire / +17% lightning / +8% cold Critical mult.: +18.00% Life regen: +3.80 Spellpower: +18 (+3 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Siluth the stralite amulet =crit=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +15.0% Armour: +6 Changes stats: +3 Con Changes resistances: +12% physical Stamina each turn: +1.00 Amulets can have magical properties. |
SunpainCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+4 eff.) Fatigue: -6% Effects on melee hit: * 37% chance to blind Damage when hit (Melee): 24 light Changes stats: +12 Dex / +3 Wil / +6 Cun Changes resistances cap: +7% all Physical save: +27 (+6 eff.) Amulets can have magical properties. |
Tarrufang =anti spell/stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes stats: +6 Cun Reduces incoming crit damage: 15.00% Spell save: +30 (+9 eff.) Cut immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +30% Amulets can have magical properties. |
The Black Core =anti-blind=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +10 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." This item has been sent to the Item's Vault. |
Vox =anti-silence vim=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 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Xodaba the AbysspainInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +9 Wil / +1 Cun / +5 Con Changes resistances penetration: +5% blight / +15% fire Changes damage: +9% fire / +9% physical Physical save: +12 (+3 eff.) Life regen: +2.90 Maximum life: +49.00 Maximum psi: +40.00 Combat speed: +10% Amulets can have magical properties. |
clarifying voratun amulet of strength (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str Changes resistances: +22% mind Confusion immunity: +48% Amulets can have magical properties. |
grounding gold amulet of strength (+5) =stun res=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +15% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
grounding stralite amulet of mastery (0.34 Corruption / Torture) =torture=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% lightning Talent mastery: +0.34 Corruption / Torture Stun/Freeze immunity: +42% Amulets can have magical properties. |
vitalizing voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +20 (+5 eff.) Life regen: +3.00 Maximum life: +80.00 Amulets can have magical properties. |
voratun amulet =rare=0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Duvudufang' =teleport see dragon=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+4 eff.) Fatigue: -2% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Mag / +4 Wil / +1 Cun Changes resistances cap: +5% all Grants telepathy: Dragon Physical save: +27 (+6 eff.) Mental save: +12 (+3 eff.) Confusion immunity: +24% Teleport immunity: +50% Mindpower: +12 (+4 eff.) It can be used to teleport you randomly (rad 48), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
voratun amulet 'Naturetitan' =life=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Dex / +3 Mag / +8 Con Changes resistances: +19% mind Physical save: +14 (+4 eff.) Confusion immunity: +32% Life regen: +2.60 Maximum life: +64.00 Amulets can have magical properties. |
voratun amulet 'Venomrip'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 8 temporal Changes resistances: +12% temporal / +18% mind / +12% nature Changes resistances penetration: +20% blight Changes damage: +6% blight / +24% temporal / +24% nature Confusion immunity: +46% Amulets can have magical properties. |
warrior's stralite amulet of mastery (0.31 Corruption / Heart of Fire) =heart of fire=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +13% physical Talent mastery: +0.31 Corruption / Heart of Fire Stamina each turn: +1.00 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Aerenaridar =blind=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Defense: +18 (+6 eff.) Effects on melee hit: * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 48 light Changes stats: +9 Cun / +6 Con Changes resistances: +8% physical Physical save: +30 (+7 eff.) Spell save: +46 (+13 eff.) Mental save: +6 (+1 eff.) Stun/Freeze immunity: +15% Maximum stamina: +39.00 Rings can have magical properties. |
Anarig the voratun ring =blind crit stats=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 24% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 32% chance to blind Damage (Ranged): 37 light Changes stats: +7 Dex / +5 Mag / +16 Cun Mental save: +6 (+1 eff.) Mana when firing critical spell: +2.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +7% Rings can have magical properties. |
Bloodcaller =leech=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Elenoziladur the ShinestriderPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Damage when hit (Melee): 12 light / 4 blight Changes stats: +6 Str / +4 Mag / +7 Wil / +12 Cun / +9 Con Changes resistances: +9% light Changes resistances penetration: +10% blight / +15% light Changes damage: +3% light Spellpower: +13 (+2 eff.) Mindpower: +15 (+5 eff.) Light radius: +3 Rings can have magical properties. |
FilthpainPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +4 Str / +9 Dex / +1 Mag / +6 Wil / +15 Cun Changes resistances: +18% arcane / +6% nature Changes damage: +18% arcane / +6% nature Mindpower: +13 (+4 eff.) Light radius: +3 Infravision radius: +3 Rings can have magical properties. |
Geturuidin the gold ring =stun res=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +2% physical / +28% light / +6% blight / +6% mind / +3% darkness Changes damage: +14% light Mental save: +6 (+1 eff.) Disease immunity: +10% Silence immunity: +5% Disarm immunity: +10% Stun/Freeze immunity: +25% Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 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. |
Islowyn the SplendourresolveInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +10 Cun / +9 Wil Changes damage: +27% light Mental save: +18 (+4 eff.) See invisible: +12 Rings can have magical properties. |
Kindleglamour the gold ring =blind=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +7 Con Changes resistances: +12% light Changes resistances penetration: +10% light / +10% temporal Changes damage: +9% mind / +15% temporal Physical save: +14 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 24 power out of 30/30) : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
NagornInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +32% acid / +30% nature / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +16% acid / +6% mind / +3% arcane / +15% nature Mental save: +14 (+3 eff.) Confusion immunity: +45% Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 32 power out of 50/50) : Effective talent level: 2.0 Power cost: 32 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 35 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Revitalizing InfernoInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances: +40% fire Changes resistances penetration: +20% fire Changes damage: +8% all / +20% fire Grants telepathy: Dragon Life regen: +2.00 Maximum life: +74.00 Maximum psi: +10.00 Spellpower: +20 (+4 eff.) Mindpower: +37 (+10 eff.) Mental crit. chance: +3% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
SiliwynCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +5 Physical power: +4 (+1 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Dex Changes resistances: +9% acid / +3% physical Changes resistances penetration: +15% physical Changes damage: +6% physical Critical mult.: +6.00% Rings can have magical properties. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +5% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
gladiator's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +9 Str / +9 Con Changes resistances: +30% acid / +30% fire / +27% lightning / +30% cold Rings can have magical properties. |
gold ring 'Galurand' =mental save=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Mental save: +39 (+10 eff.) Blindness immunity: +33% Infravision radius: +5 See stealth: +14 See invisible: +10 Rings can have magical properties. |
gold ring 'Islogawe' =life blight=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +6 (+1 eff.) Changes damage: +30% blight Blindness immunity: +37% Maximum life: +90.00 Spellpower: +8 (+1 eff.) Infravision radius: +5 See stealth: +13 See invisible: +15 Healing mod.: +20% Rings can have magical properties. |
marksman's copper ring of arcana(+0.13/turn) =mana regen=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Silence immunity: +20% Mana each turn: +0.13 Rings can have magical properties. |
painweaver's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Changes damage: +8% all Spellpower: +19 (+3 eff.) Mindpower: +20 (+6 eff.) Rings can have magical properties. |
pixie's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Mag Changes resistances: +30% acid / +20% fire / +30% lightning / +30% cold Spellpower: +15 (+3 eff.) Rings can have magical properties. |
rogue's voratun ring of arcana(+0.40/turn) =mana=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +10 Cun Silence immunity: +41% Mana each turn: +0.40 Rings can have magical properties. |
stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.30 Maximum life: +79.00 Healing mod.: +22% Rings can have magical properties. |
stralite ring of warding =element res=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +26% acid / +24% fire / +25% lightning / +16% cold Rings can have magical properties. |
voratun ring =rare=0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring =rare=0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Eilinidhevena' =gloom=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Damage when hit (Melee): 8 blight Changes stats: +9 Cun / +4 Con Changes resistances penetration: +15% arcane Critical mult.: +15.00% Spell save: +19 (+6 eff.) Silence immunity: +50% Mana each turn: +0.48 Mana when firing critical spell: +4.00 Hate when firing a critical mind attack: +3.00 Maximum stamina: +39.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 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 can have magical properties. |
voratun ring 'Flashwolf'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +10 Mag / +2 Wil / +14 Cun Changes resistances: +17% blight Changes resistances penetration: +15% light Changes damage: +17% blight / +12% light Spell save: +6 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum mana: +60.00 Maximum hate: +13.00 Spellpower: +11 (+2 eff.) Damage Shield penetration: +30% 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 can have magical properties. |
voratun ring 'Polaleba' =crazy stats=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +21 (+4 eff.) Armour: +6 Changes stats: +16 Str / +21 Con Changes damage: +3% physical Disarm immunity: +46% Pinning immunity: +42% Knockback immunity: +38% Maximum life: +32.00 Rings can have magical properties. |
voratun ring 'Toregagund'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Physical power: +15 (+3 eff.) Changes stats: +9 Dex Changes resistances: +38% darkness Changes damage: +6% arcane / +19% darkness / +7% all Maximum psi: +50.00 Spellpower: +17 (+3 eff.) Mindpower: +23 (+7 eff.) Rings can have magical properties. |
voratun ring 'Xanomilaith' =vim gloom=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+6 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +23 Cun / +7 Mag Changes resistances: +5% arcane Mana when firing critical spell: +4.00 Vim when firing critical spell: +5.00 Hate when firing a critical mind attack: +1.00 Maximum hate: +12.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
voratun ring of misery =gloom=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Bethidhewe the voratun greatmaul (90.5-135.75 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. Base power: 90.5 - 135.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing Burst (radius 2) on crit: +26 fire When wielded/worn: Physical crit. chance: +19.0% Physical power: +21 (+4 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances penetration: +19% fire Critical mult.: +15.00% Maximum vim: +20.00 Spell crit. chance: +3% Global speed: +7% Massive two-handed mauls. |
Blighted Maul (96-144 power, 22 apr) =king?=Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 268.75 to 806.25 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 700.00 to 1400.00 physical damage (based on Strength) to each, costing 40 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Saloyada the Brandglean (91.5-137.25 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 91.5 - 137.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +16 fire Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +16.0% Changes resistances: +12% fire Changes resistances penetration: +5% fire / +17% mind / +20% darkness Massive two-handed mauls. |
The Black Maul (70-105 power, 15 apr) =black=Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +12 (+2 eff.) Changes damage: +10% all Talent masteries: +0.20 Technique / Two-handed assault +0.20 Corruption / Brutality Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 277% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." This item has been sent to the Item's Vault. |
voratun greatmaul 'Flashbright' (67-100.5 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 40% chance to corrode armour by 30% * Slows global speed by 28% * disrupts spell-casting * leeches stamina from the target On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing Damage (Melee): +4 lightning Burst (radius 1) on hit: +8 acid Damage against: +35% Unnatural When wielded/worn: Physical crit. chance: +20.0% Physical power: +21 (+4 eff.) Damage when hit (Melee): 23 nature slow Changes damage: +6% acid / +9% mind Massive two-handed mauls. |
Beloldalle the voratun greatsword (78-124.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.0 - 124.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +17 acid / +8 blight When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 blight Changes stats: +2 Wil Changes resistances penetration: +20% mind / +19% darkness Mana each turn: +0.12 Massive two-handed swords. |
Latafayn (68-108.8 power, 5 apr) =awesome=Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stats: 50% Mag, 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 8 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Pyreumbra (62.5-100 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 41% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Armour penetration: +21 Damage when hit (Melee): 8 fire Changes stats: +1 Con / +4 Mag Changes resistances: +5% arcane / +12% all Changes resistances penetration: +19% nature / +20% physical Changes damage: +6% fire / +19% physical Massive two-handed swords. |
Ulubers the Lightningoracle (83.5-133.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.5 - 133.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * 40% chance to daze at end of turn * 20% chance to torment the target Damage (Melee): +28 temporal / +26 nature Burst (radius 1) on hit: +12 lightning / +8 acid When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances penetration: +13% mind / +19% darkness Changes damage: +6% lightning Massive two-handed swords. |
voratun greatsword 'Daimyvon' (83.5-133.6 power, 4 apr) =dmg gloom=Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.5 - 133.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 42% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +26 lightning / +8 physical Burst (radius 1) on hit: +28 fire Burst (radius 2) on crit: +8 mind / +4 physical When wielded/worn: Effects on melee hit: * 20% chance to disease Changes damage: +12% mind Massive two-handed swords. |
voratun greatsword 'Searlady' (83-132.8 power, 4 apr) =crit mul=Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +12 blight Burst (radius 1) on hit: +4 fire When wielded/worn: Armour penetration: +20 Physical crit. chance: +21.0% Changes resistances: +6% fire Changes resistances penetration: +17% acid / +24% fire / +23% lightning / +23% cold Critical mult.: +43.00% Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Massive two-handed swords. |
The Forgotten (12-13.2 power, 22 apr, mind damage)Requires: - Willpower 27 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +22 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +4 Wil Mental save: +15 (+4 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% It can be used to confuse all enemies in radius 3 for 5 turns, costing 20 power out of 25/25. A strange mindstar, overgrown with granite and cracked. It seems incredibly ancient and horribly damaged, but still functions. This item has been sent to the Item's Vault. |
Starcaller (25-30 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 170% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +5% darkness / +25% physical Damage affinity(heal): +20% darkness Talent granted: +1 Command Staff Stealth bonus: +20 Spellpower: +15 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Galactic Pulse (15% chance level 3). A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. This item has been sent to the Item's Vault. |
dragonbone starstaff 'Layuta' (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Damage (Melee): +12 acid / +12 arcane When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +9 Mag / +9 Cun / +8 Con Changes resistances: +3% acid Changes damage: +30% light / +18% arcane Talent granted: +1 Command Staff Critical mult.: +47.00% Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +44.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 24 power out of 30/30) : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Glorisessra the hardened leather belt =heal mod=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +4 (+1 eff.) Changes resistances: +6% blight Changes resistances penetration: +10% physical Life regen: +0.90 Maximum life: +20.00 Healing mod.: +36% A belt that goes around your waist. |
Thunderwind =crit mult=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to daze at end of turn Changes stats: +6 Mag / +5 Wil / +6 Con Changes resistances: +6% lightning Changes resistances penetration: +25% lightning Critical mult.: +25.00% Reduces incoming crit damage: 15.00% Mental save: +30 (+7 eff.) Psi when hit: +0.20 Hate when firing a critical mind attack: +3.00 Spell crit. chance: +5% Mindpower: +4 (+2 eff.) Mental crit. chance: +5% A belt that goes around your waist. |
Ulyrath the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +8 Changes stats: +3 Con Changes resistances: +9% acid / +10% fire / +10% lightning / +8% cold Changes resistances penetration: +25% physical Changes damage: +9% physical Physical save: +39 (+9 eff.) Life regen: +0.60 Maximum stamina: +30.00 Healing mod.: +30% A belt that goes around your waist. |
drakeskin leather belt 'Gomiwe' =phys vim-on-crit=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +5 Dex / +3 Mag / +6 Wil / +4 Cun Changes resistances: +3% acid Changes resistances penetration: +14% physical Changes damage: +14% physical Physical save: +14 (+4 eff.) Spell save: +19 (+6 eff.) Mental save: +16 (+4 eff.) Vim when firing critical spell: +2.00 Damage Shield penetration: +30% Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Scaldrain' =life regen=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +18% mind / +33% fire Changes damage: +15% light Life regen: +3.60 Light radius: +2 Healing mod.: +30% A belt that goes around your waist. |
Pitchpython the elven-silk cloak (3 def, 0 armour) =crit mult=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+7 eff.) Armour penetration: +28 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 31% Changes stats: +4 Cun / +3 Dex Changes resistances: +12% darkness Changes resistances penetration: +5% temporal Changes damage: +6% darkness / +9% temporal Critical mult.: +46.00% Stealth bonus: +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Daymalice' (3 def, 13 armour) =blind dephase=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 37% chance to blind Damage when hit (Melee): 16 light Changes resistances: +30% cold Changes resistances penetration: +31% blight / +20% temporal / +30% light Changes damage: +21% temporal Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of backstabbing (3 def, 0 armour) =crit mul=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Critical mult.: +29.00% Stealth bonus: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anegakhad (0 def, 5 armour) =arcane=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -16% Effects on melee hit: * 24% chance to disease Changes stats: +5 Str / +5 Dex / +3 Cun / +10 Con Changes resistances: +15% fire / +15% cold Changes resistances penetration: +15% arcane Changes damage: +9% arcane Infravision radius: +3 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)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 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), costing 26 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) =speed=Requires: - Level 15 Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 60% (based on Cunning), costing 40 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. This item has been sent to the Item's Vault. |
Islina (0 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +5 Mag / +5 Cun / +6 Con Changes resistances: +6% lightning / +12% fire / +21% cold Changes damage: +9% acid Reduces incoming crit damage: 5.00% Physical save: +54 (+12 eff.) Spell save: +4 (+1 eff.) Mental save: +23 (+6 eff.) Blindness immunity: +5% Knockback immunity: +5% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Morninglace (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +9 Str / +5 Cun / +16 Con Changes resistances: +3% light Changes resistances penetration: +15% light Changes damage: +21% mind / +8% physical Physical save: +23 (+5 eff.) Mental save: +23 (+6 eff.) Life regen: +5.50 Light radius: +3 Healing mod.: +27% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nightreeve the pair of voratun boots (25 def, 5 armour) =heal dodge=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+9 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 12 darkness Changes stats: +3 Str / +4 Cun / +5 Con Physical save: +23 (+5 eff.) Mental save: +20 (+5 eff.) Life regen: +4.70 Stamina each turn: +0.60 Maximum stamina: +25.00 Healing mod.: +42% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Singesorrow (3 def, 5 armour) =life regen=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +5% Changes stats: +15 Lck / +7 Dex Changes resistances: +9% light / +3% darkness Changes resistances penetration: +13% physical Changes damage: +9% fire Stealth bonus: +10 Physical save: +9 (+3 eff.) Blindness immunity: +5% Disease immunity: +20% Life regen: +4.50 Healing mod.: +30% A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) =black=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +25% 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." |
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 (+2 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: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Zubota (25 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+9 eff.) Fatigue: +5% Changes stats: +11 Dex / +1 Wil / +4 Cun / +13 Lck Changes resistances: +6% nature / +9% blight Stealth bonus: +13 Mental save: +9 (+2 eff.) Silence immunity: +10% Disarm immunity: +15% It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 15/15. 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 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of drakeskin leather boots of evasion (25 def, 5 armour) =evasion=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+9 eff.) Fatigue: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots of void walking (0 def, 5 armour) =amazing dephased=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +26% darkness / +27% temporal Changes resistances penetration: +20% darkness / +19% temporal Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
pair of voratun boots 'Emelamina' (10 def, 7 armour) =stats=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +4% Changes stats: +13 Str / +5 Mag / +4 Wil / +10 Con Changes resistances: +9% fire Changes damage: +10% physical Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Knockback immunity: +5% Teleport immunity: +15% Size category: +1 It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 20 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Camogodur the Cloudwire (0 def, 3 armour) =telepathy all=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +2 Dex / +1 Mag / +1 Wil Changes resistances penetration: +10% lightning Grants telepathy: All Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 6% It can be used to activate talent Darkfire (costing 10 power out of 12/12) : Effective talent level: 6.5 Power cost: 10 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 232.16 fire damage and 147.74 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Gata the Cleanseravager (0 def, 5 armour) =disperse=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +17.0% Armour: +5 Damage (Melee): 17 arcane Changes stats: +12 Mag / +10 Wil / +6 Con Changes resistances: +9% arcane Critical mult.: +14.00% Physical save: +30 (+7 eff.) Spell save: +8 (+3 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +37% Only die when reaching: -20.00 life Spell crit. chance: +10% Mental crit. chance: +12% It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Spellhunt Remnants (1 def, 2 armour) =am=Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
drakeskin leather gloves 'Breezewill' (0 def, 3 armour) =disperse regen=Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 arcane Damage when hit (Melee): 12 nature Changes stats: +8 Mag / +8 Wil Changes resistances: +9% blight / +8% arcane / +3% nature Life regen: +7.80 Stamina each turn: +2.90 Psi each turn: +0.36 Maximum stamina: +35.00 It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Smolderminister' (0 def, 19 armour) =stats armor=Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+6 eff.) Armour: +19 Armour Hardiness: +15% Damage (Melee): 15 fire Changes stats: +6 Dex / +6 Mag / +6 Cun / +15 Con Changes resistances: +12% physical / +9% light / +10% fire / +5% arcane / +10% darkness Changes damage: +11% fire Spell save: +3 (+1 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +12 (+2 eff.) Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 97.70 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Chodur (3 def, 5 armour) =entomb=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +8 Mag / +2 Cun / +15 Con Changes resistances: +19% mind Changes resistances penetration: +10% blight Changes damage: +18% arcane / +19% mind Spell save: +6 (+2 eff.) See invisible: +24 It can be used to activate talent Stone Wall, placing all other charms into a 63 cooldown : Effective talent level: 1.0 Power cost: 63 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 161.00 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Cloudblow the drakeskin leather cap (0 def, 5 armour) =life-regen gain-turn=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to daze at end of turn * 50% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +5 Con Changes resistances: -40% light / +33% lightning Changes resistances penetration: +10% temporal Life regen: +8.00 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 A cap made of leather. |
Flashweeper (12 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +8 Armour: +7 Defense: +12 (+4 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +9 Dex / +18 Cun / +5 Con Changes resistances: +3% lightning / -40% light / +6% nature Reduces incoming crit damage: 15.00% Teleport immunity: +5% Life regen: +8.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+1 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 (-3 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 (+5 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. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Black Crown (0 def, 15 armour) =black=Requires: - Talent 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: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." This item has been sent to the Item's Vault. |
Tulokath the Ashnull (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +23 (+4 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +11 Wil Changes resistances: +3% blight / +24% physical / +5% arcane / +15% fire Changes damage: +12% fire Physical save: +46 (+10 eff.) Spell save: +20 (+7 eff.) A cap made of leather. |
Xeranor the elven-silk wizard hat (3 def, 0 armour) =arcane=Requires: - Level 35 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 16 blight Changes stats: +3 Str / +10 Mag / +6 Wil / +11 Cun / +10 Con Changes resistances: +3% blight Changes resistances penetration: +10% blight Changes damage: +26% arcane / +3% blight Psi each turn: +0.40 Mindpower: +10 (+3 eff.) Mental crit. chance: +6% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Zerymas (2 def, 0 armour) =arcane=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +3 Con Changes resistances: +6% lightning / +5% temporal Changes resistances penetration: +5% arcane Changes damage: +27% arcane Spell save: +6 (+2 eff.) Psi each turn: +0.18 Mana when firing critical spell: +1.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of earthrunes (3 def, 6 armour) =entomb=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +4 Con Changes damage: +15% acid / +15% lightning / +15% fire / +14% arcane / +13% cold It can be used to activate talent Stone Wall, placing all other charms into a 63 cooldown : Effective talent level: 1.0 Power cost: 63 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 161.00 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
iron helm 'Phlegmrebel' (0 def, 3 armour) =water=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes resistances: +3% mind / +7% cold Changes resistances penetration: +20% nature Changes damage: +3% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 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. |
1673 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 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 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. |
10 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. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
14 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Kydil' (dig speed 5 turns) =dig=Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Armour: +4 Defense: +7 (+3 eff.) Changes stats: +7 Str Changes resistances: +12% temporal / +6% fire / +6% light / +7% physical Changes damage: +9% acid / +11% fire / +8% mind Mental save: +10 (+2 eff.) 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 21 cooldown : Effective talent level: 2.2 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +61 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
11 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. |
14 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. |
12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 63 power out of 150/150) : Effective talent level: 4.0 Power cost: 63 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 70.29 cold damage and 49.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Isukira the alchemist's lamp =crit mul mana=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +3 Wil Critical mult.: +20.00% Physical save: +12 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +19 (+5 eff.) Mana each turn: +0.04 Spell crit. chance: +2% Light radius: +3 See stealth: +13 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirepassion the dwarven lantern =crit mult=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Con / +3 Mag Changes resistances: +4% physical Changes resistances penetration: +10% nature Critical mult.: +24.00% Physical save: +20 (+5 eff.) Life regen: +0.40 Maximum life: +62.00 Light radius: +4 See invisible: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 20 power out of 25/25) : Effective talent level: 2.2 Power cost: 20 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 292.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 292.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 292.32 darkness damage (based on Mindpower and charge), costing 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. |
Eye of the Dreaming One =lucid=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot =anti stun=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 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)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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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 SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
44 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. |
29 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. |
15 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. |
14 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. |
12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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, costing 159 power out of 324/400. 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 (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 667.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Bregysus [power 5] (8 cooldown) =mental=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances penetration: +20% mind Grants telepathy: Humanoid/Orc Critical mult.: +33.00% Mental save: +36 (+9 eff.) Hate when firing a critical mind attack: +4.00 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
Gloramivea [power 151] (16 cooldown) =ward=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 temporal Maximum wards: +3 physical / +4 mind / +4 darkness Changes resistances penetration: +15% blight Talent cooldown: Silence (-1 turn) Talents granted: +4 Silence +1 Ward Mana each turn: +0.12 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 151 for 7 turns, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of psychoportation [power 28] (24 cooldown) =teleport=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 24 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield 'Bregugar' [power 403] (29 cooldown) =massive blight shield=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 20 mind / 12 blight Changes stats: +1 Wil Talent granted: +4 Telekinetic Blast Spell save: +6 (+2 eff.) Maximum psi: +40.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 403 for 7 turns, putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield 'Daimadur' [power 167] (16 cooldown) =mega ward=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes resistances: +6% acid Maximum wards: +6 physical / +6 mind / +8 darkness Changes resistances penetration: +20% acid Changes damage: +24% acid Talent granted: +2 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 167 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
Gloribeth the dragonbone totem of cure ailments [power 5] (8 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +6% nature Reduces incoming crit damage: 18.00% Spell save: +9 (+3 eff.) Knockback immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to remove up to 5 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
Maloradig [power 47] (16 cooldown) =crit mult thorns=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane / 20 blight Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +80.00 Spellpower: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of healing [power 415] (21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 8 (based on Willpower) for 415, putting all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
Galestar the dragonbone wand of firewall [power 285] (5 cooldown) =ward=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +3% lightning Maximum wards: +5 lightning / +4 temporal / +2 blight / +4 fire / +5 cold Changes resistances penetration: +5% arcane Talent granted: +1 Ward Critical mult.: +20.00% Spell save: +30 (+9 eff.) Maximum vim: +10.00 Spellpower: +2 (+0 eff.) It can be used to creates a wall of flames lasting 4 turns (dealing 502 fire damage overall), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 24 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and 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. |
22 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. |
18 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 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. |
17 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. |
15 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Doomslayer the Doomelf Doombringer level 35
2nd Allure 123rd year of Ascendancy at 07:53 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Doomslayer the Doomelf Doombringer level 31
47th Haze 122nd year of Ascendancy at 15:29 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Doomslayer the Doomelf Doombringer level 34
2nd Wintertide 123rd year of Ascendancy at 08:00 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Doomslayer the Doomelf Doombringer level 35
5th Allure 123rd year of Ascendancy at 15:09 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Doomslayer the Doomelf Doombringer level 50
75th Haze 123rd year of Ascendancy at 12:45 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Doomslayer the Doomelf Doombringer level 50
45th Haze 123rd year of Ascendancy at 17:12 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Doomslayer the Doomelf Doombringer level 50
33rd Pyre 124th year of Ascendancy at 15:43 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Doomslayer the Doomelf Doombringer level 45
4th Flare 123rd year of Ascendancy at 14:03 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Doomslayer the Doomelf Doombringer level 39
2nd Pyre 123rd year of Ascendancy at 00:35 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Doomslayer the Doomelf Doombringer level 33
10th Decay 122nd year of Ascendancy at 00:42 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Doomslayer the Doomelf Doombringer level 25
7th Haze 122nd year of Ascendancy at 13:03 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Doomslayer the Doomelf Doombringer level 50
22nd Haze 123rd year of Ascendancy at 22:25 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Doomslayer the Doomelf Doombringer level 19
58th Dusk 122nd year of Ascendancy at 20:28 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Doomslayer the Doomelf Doombringer level 50
29th Haze 123rd year of Ascendancy at 06:23 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Doomslayer the Doomelf Doombringer level 38
80th Regrowth 123rd year of Ascendancy at 16:43 see stats
Don't mind the slimy smell (Insane (Adventure) difficulty)
Have 400 walls on the sludgenest turn into hostile creatures.By Doomslayer the Doomelf Doombringer level 50
7th Flare 124th year of Ascendancy at 07:56 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Doomslayer the Doomelf Doombringer level 32
8th Decay 122nd year of Ascendancy at 23:13 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Doomslayer the Doomelf Doombringer level 50
43rd Regrowth 124th year of Ascendancy at 17:06 see stats
Explorer (Insane (Adventure) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Doomslayer the Doomelf Doombringer level 50
61st Pyre 124th year of Ascendancy at 01:46 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Doomslayer the Doomelf Doombringer level 23
77th Dusk 122nd year of Ascendancy at 10:25 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Doomslayer the Doomelf Doombringer level 44
4th Flare 123rd year of Ascendancy at 00:17 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Doomslayer the Doomelf Doombringer level 50
64th Haze 123rd year of Ascendancy at 12:35 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Doomslayer the Doomelf Doombringer level 50
29th Haze 123rd year of Ascendancy at 08:27 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Doomslayer the Doomelf Doombringer level 50
47th Pyre 124th year of Ascendancy at 09:21 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Doomslayer the Doomelf Doombringer level 5
78th Pyre 122nd year of Ascendancy at 06:25 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doomslayer the Doomelf Doombringer level 31
47th Haze 122nd year of Ascendancy at 15:05 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Doomslayer the Doomelf Doombringer level 50
46th Haze 123rd year of Ascendancy at 02:13 see stats
In the company of slimes (Insane (Adventure) difficulty)
Have 500 walls on the sludgenest turn into hostile creatures.By Doomslayer the Doomelf Doombringer level 50
8th Flare 124th year of Ascendancy at 11:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Doomslayer the Doomelf Doombringer level 10
7th Flare 122nd year of Ascendancy at 15:50 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Doomslayer the Doomelf Doombringer level 20
68th Dusk 122nd year of Ascendancy at 19:49 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Doomslayer the Doomelf Doombringer level 30
37th Haze 122nd year of Ascendancy at 02:40 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Doomslayer the Doomelf Doombringer level 40
12nd Pyre 123rd year of Ascendancy at 01:00 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Doomslayer the Doomelf Doombringer level 50
31st Dusk 123rd year of Ascendancy at 04:38 see stats
Mad slime dash (Insane (Adventure) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By Doomslayer the Doomelf Doombringer level 50
6th Flare 124th year of Ascendancy at 02:31 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Doomslayer the Doomelf Doombringer level 24
79th Dusk 122nd year of Ascendancy at 06:46 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Doomslayer the Doomelf Doombringer level 50
3rd Summertide 124th year of Ascendancy at 23:41 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Doomslayer the Doomelf Doombringer level 50
2nd Haze 123rd year of Ascendancy at 11:24 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Doomslayer the Doomelf Doombringer level 50
6th Haze 123rd year of Ascendancy at 06:13 see stats
Pest Control (Insane (Adventure) difficulty)
Killed 1000 reproducing vermin.By Doomslayer the Doomelf Doombringer level 50
3rd Flare 124th year of Ascendancy at 00:49 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Doomslayer the Doomelf Doombringer level 48
7th Dusk 123rd year of Ascendancy at 04:24 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Doomslayer the Doomelf Doombringer level 27
32nd Haze 122nd year of Ascendancy at 21:17 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Doomslayer the Doomelf Doombringer level 37
79th Regrowth 123rd year of Ascendancy at 12:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Doomslayer the Doomelf Doombringer level 25
17th Haze 122nd year of Ascendancy at 08:21 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Doomslayer the Doomelf Doombringer level 38
80th Regrowth 123rd year of Ascendancy at 18:49 see stats
Slime killer party (Insane (Adventure) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Doomslayer the Doomelf Doombringer level 50
4th Flare 124th year of Ascendancy at 21:58 see stats
Slimefest (Insane (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Doomslayer the Doomelf Doombringer level 50
2nd Flare 124th year of Ascendancy at 02:16 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Doomslayer the Doomelf Doombringer level 50
43rd Regrowth 124th year of Ascendancy at 17:05 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Doomslayer the Doomelf Doombringer level 8
5th Flare 122nd year of Ascendancy at 05:56 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Doomslayer the Doomelf Doombringer level 31
47th Haze 122nd year of Ascendancy at 15:29 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Doomslayer the Doomelf Doombringer level 50
43rd Regrowth 124th year of Ascendancy at 17:06 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Doomslayer the Doomelf Doombringer level 42
76th Pyre 123rd year of Ascendancy at 13:31 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Doomslayer the Doomelf Doombringer level 10
9th Flare 122nd year of Ascendancy at 18:20 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Doomslayer the Doomelf Doombringer level 40
47th Pyre 123rd year of Ascendancy at 03:47 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Doomslayer the Doomelf Doombringer level 24
5th Haze 122nd year of Ascendancy at 11:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Doomslayer the Doomelf Doombringer level 16
23rd Dusk 122nd year of Ascendancy at 13:35 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Doomslayer the Doomelf Doombringer level 34
2nd Wintertide 123rd year of Ascendancy at 01:02 see stats
Log
Error while transfering Scorpionspiker the voratun gauntlets (0 def, 8 armour) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Saving game...
You transfer Starcaller (25-30 power, 4 apr, physical element) from the online item's vault.
Saving done.
Error while transfering Scorpionspiker the voratun gauntlets (0 def, 8 armour) to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
Today is the 8th Flare of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 17:28.
You transfer Scorpionspiker the voratun gauntlets (0 def, 8 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Doomslayer deactivates Elemental Harmony.
Doomslayer deactivates Chant of Fortress.
Doomslayer deactivates Flame of Urh'Rok.
Doomslayer deactivates Horrifying Blows.
Doomslayer deactivates Corruption of the Doomed.
Doomslayer deactivates Abyssal Shield.
Doomslayer deactivates Eternal Suffering.
Doomslayer deactivates Precise Strikes.























































































































































































