Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 50 / 3706% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 100 (base 60) |
Dexterity | 37 (base 10) |
Constitution | 92 (base 60) |
Magic | 64 (base 36) |
Willpower | 125 (base 60) |
Cunning | 43 (base 10) |
Resources
Life | 2538/2538 |
Mana | 902/902 |
Equilibrium | 45 |
Healing Factor | 1.8096492883809 |
Regeneration | 69.219085280569 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7.1606961258558 |
Infravision | 8 |
See Stealth | 71.172331794093 |
See Invisible | 71.172331794093 |
Offense: Mainhand
Damage | 172 |
Accuracy | 59 |
Crit Chance | 44% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 86 |
Accuracy | 59 |
Crit Chance | 44% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 89 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +41% |
Nature | +44% |
Cold | +38% |
Blight | +29% |
Arcane | +106% |
Mind | +38% |
All | +23% |
Offense: Damage Penetration
Acid | +5% |
Light | +36% |
Arcane | +73% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 163.64743732588 (100%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 40 |
Physical Save | 84 |
Spell Save | 86 |
Mental Save | 95 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 54%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 70%( 70%) |
All | + 19%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 43%( 70%) |
Temporal | + 31%( 70%) |
Mind | + 49%( 70%) |
Darkness | + 62%( 70%) |
Fire | + 52%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -999 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 999 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Eldritch Infusion |
talent | Premonition |
talent | Shards |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Prox the Mighty. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by McViner. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Layydalle the hornet swarm. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 3947. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. 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. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Rhurodig the Brightstun (0 def, 5 armour) =snap= Rhurodig the Brightstun (0 def, 5 armour) =snap=Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Cun / +6 Wil Changes resistances: +5% arcane Changes resistances penetration: +26% light / +26% arcane Changes damage: +32% arcane Physical save: +11 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +15 (+3 eff.) Light radius: +3 A pair of boots made of leather. This item has been sent to the Item's Vault. |
Light source | Zubodana the alchemist's lamp Zubodana the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +5% arcane Changes damage: +24% arcane Critical mult.: +10.00% Spell save: +18 (+4 eff.) Mental save: +11 (+2 eff.) Spellpower: +20 (+4 eff.) Light radius: +4 See stealth: +16 See invisible: +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | drakeskin leather cap 'Corruptionseam' (0 def, 5 armour) =procs= drakeskin leather cap 'Corruptionseam' (0 def, 5 armour) =procs=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 26% chance to slow global speed by 75% * 26% chance to reduce damage dealt by 37% Damage when hit (Melee): 13 mind Changes stats: +7 Str / +7 Wil / +10 Cun Changes resistances: +21% nature / +15% physical Changes resistances penetration: +15% mind Changes damage: +21% nature Physical save: +15 (+3 eff.) Mindpower: +20 (+4 eff.) Mental crit. chance: +4% A cap made of leather. |
On hands | drakeskin leather gloves 'Samudragohor' (0 def, 3 armour) drakeskin leather gloves 'Samudragohor' (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +18.0% Armour: +3 Damage (Melee): 13 arcane / 13 blight Changes stats: +3 Str / +6 Mag / +5 Wil / +2 Cun / +2 Con Changes resistances: +7% arcane / +8% blight Changes damage: +6% blight / +10% arcane / +12% acid Critical mult.: +14.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +15% Mental crit. chance: +14% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Jetvenom the dragonbone totem of healing [power 434] (9 cooldown) Jetvenom the dragonbone totem of healing [power 434] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 13 darkness Changes stats: +6 Wil Changes resistances: +15% darkness / +15% lightning Changes resistances penetration: +33% arcane Mana each turn: +0.28 Vim when firing critical spell: +2.67 Spellpower: +40 (+8 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 9 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
On fingers | stralite amber ring stralite amber ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Effects on melee hit: * 10% chance to reduce all saves and defense by 46 Damage when hit (Melee): 2 acid Changes resistances: +6% acid / +12% mind Changes resistances penetration: +5% acid Changes damage: +6% acid / +8% all Physical save: +13 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +16 (+3 eff.) Stun/Freeze immunity: +44% Life regen: +21.00 Maximum life: +87.00 Spell crit. chance: +4% Mental crit. chance: +4% Healing mod.: +18% Rings make your fingers look great! |
On fingers | stralite amber ring stralite amber ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +9% acid / +3% darkness / +6% fire / +6% cold / +12% lightning Changes damage: +8% all Spell save: +12 (+3 eff.) Mental save: +13 (+2 eff.) Confusion immunity: +32% Stun/Freeze immunity: +38% Life regen: +17.00 Maximum life: +73.00 Spell crit. chance: +4% Mental crit. chance: +4% Healing mod.: +16% Rings make your fingers look great! |
Around neck | Daneth's Neckguard Daneth's NeckguardRequires: - Level 15 Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. This item has been sent to the Item's Vault. |
In main hand | Centra (0 def, 10 armour, 176% power, 239.8286382648 block) Centra (0 def, 10 armour, 176% power, 239.8286382648 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +240 Damage (Melee): +27 physical / +19 fire Damage (radius 1) on hit: +8 blight When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 28 fire Changes stats: +6 Str / +6 Wil Changes resistances: +30% lightning / +20% physical / +39% cold / +20% fire Changes resistances penetration: +10% light Talent granted: +1 Block Maximum life: +118.32 Slows Projectiles: +40% Bonus block near projectiles: +71 Handheld deflection devices. This item has been sent to the Item's Vault. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | Zanazor the voratun shield (0 def, 30 armour, 176% power, 248.11178575186 block) Zanazor the voratun shield (0 def, 30 armour, 176% power, 248.11178575186 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +248 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Accuracy: +30 (+7 eff.) Armour: +30 Fatigue: +8% Changes stats: +18 Dex Maximum wards: +8 lightning / +8 temporal / +8 darkness / +8 fire / +7 nature / +6 blight / +8 cold / +8 arcane / +8 light Changes damage: +15% mind Talents granted: +1 Ward +1 Block Critical mult.: +26.31% Mental save: +21 (+4 eff.) Mindpower: +30 (+6 eff.) Handheld deflection devices. |
Cloak | Harach the Freezestake (3 def, 8 armour) Harach the Freezestake (3 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +5% arcane / +19% cold Changes resistances penetration: +13% arcane Changes damage: +17% arcane / +15% cold Critical mult.: +30.00% Spell save: +10 (+2 eff.) Maximum mana: +118.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 19 Armour, 27 Defense and your attacks will gain 35% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
healing infusion of the psychic (heal 319; cd 15) healing infusion of the psychic (heal 319; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 319 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 305; cd 12) healing infusion of the psychic (heal 305; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 305 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 126; cd 11) healing infusion of the sneak (heal 126; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 256; cd 11) healing infusion of the titan (heal 256; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 256 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 269; cd 13) healing infusion of the warrior (heal 269; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 269 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 240; cd 12) healing infusion of the warrior (heal 240; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 174; cd 13) healing infusion of the wizard (heal 174; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 229; cd 11) healing infusion of the wizard (heal 229; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 172; cd 13) healing infusion of the wizard (heal 172; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -633; dur 5; cd 31) heroism infusion of the psychic (die at -633; dur 5; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -633 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 633 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 1024%; cd 8) movement infusion of the psychic (speed 1024%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1024% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 514; 15 cd) regeneration infusion (heal 514; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 344; 12 cd) regeneration infusion (heal 344; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 344 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; physical; dur 4; cd 14) wild infusion (res 20%; physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; physical; dur 4; cd 14) wild infusion (res 17%; physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, physical; dur 4; cd 12) wild infusion (res 19%; mental, physical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 and physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 27%; magical, physical; dur 2; cd 14) wild infusion of the duelist (res 27%; magical, physical; dur 2; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 2 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 nature talent. |
wild infusion of the titan (res 35%; mental; dur 4; cd 12) wild infusion of the titan (res 35%; mental; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 38%; mental, physical; dur 3; cd 14) wild infusion of the titan (res 38%; mental, physical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 41%; mental; dur 4; cd 11) wild infusion of the warrior (res 41%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 36%; magical; dur 3; cd 12) wild infusion of the warrior (res 36%; magical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, arcane, temporal) Prismatic Rune (6 turns; lightning, physical, arcane, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 4 arcane, 3 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 420 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune of the psychic (damage 523; dur 4; cd 16) acid wave rune of the psychic (damage 523; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 523.11 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 10; phase 29; cd 12) blink rune of the warrior (range 10; phase 29; cd 12)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: 10 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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 spell talent. |
blink rune of the warrior (range 12; phase 39; cd 10) blink rune of the warrior (range 12; phase 39; cd 10)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: 12 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. 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 spell talent. |
blink rune of the wizard (range 7; phase 30; cd 10) blink rune of the wizard (range 7; phase 30; cd 10)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: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 44; resist 55%; move 69%; dur 5; cd 22) ethereal rune of the psychic (power 44; resist 55%; move 69%; dur 5; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 55% all resistance, you move 69% faster, and you are invisible (power 44). Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 182; cd 14) shatter afflictions rune of the psychic (absorb 182; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 182 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 170; cd 16) shatter afflictions rune of the psychic (absorb 170; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 170 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 783; dur 6; cd 15) shielding rune of the psychic (absorb 783; dur 6; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 783 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 63; blocks 7; dur 4; cd 12) stormshield rune of the warrior (threshold 63; blocks 7; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 63 up to 7 times. 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 spell talent. |
stormshield rune of the wizard (threshold 32; blocks 6; dur 4; cd 14) stormshield rune of the wizard (threshold 32; blocks 6; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 6 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 70; blocks 8; dur 4; cd 14) stormshield rune of the wizard (threshold 70; blocks 8; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 70 up to 8 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 103; cd 19) teleportation rune (range 103; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 57; cd 20) teleportation rune (range 57; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 87; cd 10) teleportation rune (range 87; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 87 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 77; cd 11) teleportation rune (range 77; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 109; cd 11) teleportation rune of the duelist (range 109; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 109 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Betemira BetemiraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +12% temporal Changes resistances penetration: +20% arcane Life regen: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Blazegasher the stralite amulet Blazegasher the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +8 Wil Changes resistances: +12% blight / +3% cold / +5% arcane / +12% light Physical save: +15 (+3 eff.) Amulets make your neck look great! |
Branurarorim BranurarorimCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 46% Changes stats: +3 Con Physical save: +22 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +11 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Brightspiker BrightspikerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +7 Cun / +5 Con Changes resistances: +27% acid / +30% fire Changes resistances penetration: +30% acid / +31% fire / +25% light Changes damage: +15% acid / +21% light Life regen: +4.00 Stamina each turn: +1.50 Movement speed: +10% Amulets make your neck look great! |
Cracklezeal the gold amulet Cracklezeal the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Changes stats: +3 Mag / +3 Wil / +4 Cun Changes resistances: +5% arcane Changes resistances penetration: +20% lightning Changes damage: +15% arcane / +6% lightning Critical mult.: +16.00% Light radius: +3 See invisible: +15 Amulets make your neck look great! |
Darkmight DarkmightInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% darkness Talent masteries: +0.10 Wild-gift / Dwarven nature +0.17 Technique / Combat training Amulets make your neck look great! |
Durodurath DurodurathInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +30 (+7 eff.) Armour: +7 Defense: +11 (+4 eff.) Changes stats: +3 Str / +3 Dex / +12 Con Changes resistances cap: +6% all Physical save: +51 (+10 eff.) Cut immunity: +80% Life regen: +4.00 Maximum life: +65.00 Healing mod.: +23% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 333 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain 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. |
Growstinger the copper amulet Growstinger the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Wil Changes damage: +6% nature / +9% fire Infravision radius: +1 Amulets make your neck look great! |
Issahell IssahellPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag / +2 Wil / +5 Cun Changes resistances penetration: +10% mind Changes damage: +15% mind Critical mult.: +20.00% Equilibrium when hit: +0.20 Amulets make your neck look great! |
Jetpain the copper amulet Jetpain the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 37% Changes resistances: +6% darkness / +7% physical Changes resistances penetration: +5% fire Changes damage: +12% fire Reduces incoming crit damage: 10.00% Stamina each turn: +0.30 Amulets make your neck look great! |
Lightningbrace the stralite amulet =HEAL= Lightningbrace the stralite amulet =HEAL=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+4 eff.) Defense: +30 (+10 eff.) Damage when hit (Melee): 4 lightning Changes stats: +9 Con Changes resistances: +12% lightning Changes damage: +6% lightning Cut immunity: +80% Only die when reaching: -60.00 life Maximum stamina: +31.03 Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 513 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Lightwing the gold amulet Lightwing the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% lightning / +12% cold / +12% light / +12% nature Changes resistances penetration: +25% light / +20% cold Changes damage: +12% light / +9% nature Stun/Freeze immunity: +33% Amulets make your neck look great! |
Nereth NerethInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Defense: +15 (+5 eff.) Damage when hit (Melee): 6 acid Changes stats: +9 Cun / +3 Con Changes resistances penetration: +25% blight Changes damage: +15% acid Amulets make your neck look great! |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+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 18 power out of 60/60) : Effective talent level: 3.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 29 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Radianceknight RadianceknightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Damage when hit (Melee): 4 mind / 4 light Changes stats: +9 Cun Changes resistances: +15% mind Changes damage: +6% mind / +30% arcane Light radius: +2 Amulets make your neck look great! |
Shard of Insanity 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 (+6 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). 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. |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 22 power out of 36/36) : Effective talent level: 4.0 Power cost: 22 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (186). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Unlightwing UnlightwingCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +20% darkness Changes resistances penetration: +25% fire Changes damage: +24% fire Talent mastery: +0.20 Spell / Eldritch stone Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 30 power out of 80/80) : Effective talent level: 1.0 Power cost: 30 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Zugorin ZugorinInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +16 (+6 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 46 Damage when hit (Melee): 2 mind Changes stats: +17 Lck / +3 Wil Changes resistances: +12% mind Changes resistances penetration: +10% mind Changes damage: +6% mind Talent mastery: +0.40 Technique / Combat training Mental save: +12 (+2 eff.) Confusion immunity: +16% Mindpower: +13 (+3 eff.) Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
archmage's stralite amulet archmage's stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
copper amulet 'Mayokira' copper amulet 'Mayokira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% blight Disarm immunity: +20% Life regen: +4.00 Equilibrium when hit: +0.04 Amulets make your neck look great! |
gold amulet 'Frostmortal' gold amulet 'Frostmortal'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +18% acid / +12% cold Changes resistances penetration: +15% acid Talent mastery: +0.28 Wild-gift / Dwarven nature Mental save: +15 (+3 eff.) Maximum hate: +10.00 Maximum psi: +50.00 Mental crit. chance: +3% Amulets make your neck look great! |
gold amulet of mastery (0.18 Wild-gift / Dwarven nature) gold amulet of mastery (0.18 Wild-gift / Dwarven nature)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.18 Wild-gift / Dwarven nature Amulets make your neck look great! |
grounding voratun amulet of perfection (0.40 Spell / Stone,0.40 Technique / Combat training) grounding voratun amulet of perfection (0.40 Spell / Stone,0.40 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +23% lightning Talent masteries: +0.40 Technique / Combat training +0.40 Spell / Stone Stun/Freeze immunity: +33% Amulets make your neck look great! |
insulating copper amulet of perfection (0.14 Wild-gift / Call of the wild,0.14 Spell / Eldritch stone) insulating copper amulet of perfection (0.14 Wild-gift / Call of the wild,0.14 Spell / Eldritch stone)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +10% cold Talent masteries: +0.14 Wild-gift / Call of the wild +0.14 Spell / Eldritch stone Amulets make your neck look great! |
insulating gold amulet of perfection (0.18 Spell / Stone,0.18 Spell / Deeprock) insulating gold amulet of perfection (0.18 Spell / Stone,0.18 Spell / Deeprock)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% fire / +15% cold Talent masteries: +0.18 Spell / Deeprock +0.18 Spell / Stone Amulets make your neck look great! |
mindweaver's gold amulet of vision mindweaver's gold amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Wil Mental save: +8 (+1 eff.) Blindness immunity: +21% Confusion immunity: +15% Mindpower: +8 (+2 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
protective voratun amulet of perfection (0.40 Wild-gift / Call of the wild,0.40 Wild-gift / Earthen power) protective voratun amulet of perfection (0.40 Wild-gift / Call of the wild,0.40 Wild-gift / Earthen power)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Changes resistances cap: +6% all Talent masteries: +0.40 Wild-gift / Call of the wild +0.40 Wild-gift / Earthen power Physical save: +23 (+5 eff.) Amulets make your neck look great! |
restful gold amulet restful gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Life regen: +3.00 Amulets make your neck look great! |
restful stralite amulet of the eclipse restful stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 37% * 11% chance to blind Changes damage: +9% light / +13% darkness Life regen: +3.00 Amulets make your neck look great! |
restful voratun amulet of perfection (0.40 Corruption / Hexes,0.40 Spell / Earth) restful voratun amulet of perfection (0.40 Corruption / Hexes,0.40 Spell / Earth)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Talent masteries: +0.40 Spell / Earth +0.40 Corruption / Hexes Life regen: +5.00 Amulets make your neck look great! |
restful voratun amulet of soulsearing restful voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes damage: +9% blight / +11% fire Critical mult.: +15.00% Life regen: +3.00 Spellpower: +11 (+2 eff.) Amulets make your neck look great! |
serendipitous voratun amulet of dexterity (+14) serendipitous voratun amulet of dexterity (+14)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +20 (+7 eff.) Changes stats: +14 Lck / +6 Dex Reduce all damage from unseen attackers: 17% Amulets make your neck look great! |
serendipitous voratun amulet of perfection (0.40 Cunning / Survival,0.40 Corruption / Hexes) serendipitous voratun amulet of perfection (0.40 Cunning / Survival,0.40 Corruption / Hexes)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +14 (+5 eff.) Changes stats: +14 Lck Talent masteries: +0.40 Cunning / Survival +0.40 Corruption / Hexes Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
serendipitous voratun amulet of strength (+13) serendipitous voratun amulet of strength (+13)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +7 (+3 eff.) Changes stats: +13 Lck / +3 Str Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
stabilizing gold amulet stabilizing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% temporal Pinning immunity: +23% Knockback immunity: +22% Amulets make your neck look great! |
starlit voratun amulet of the eclipse starlit voratun amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 37% * 15% chance to blind Changes resistances: +30% light / +28% darkness Changes damage: +15% light / +14% darkness Blindness immunity: +49% Amulets make your neck look great! |
steel amulet 'Hailobeisance' steel amulet 'Hailobeisance'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +8 Cun / +7 Dex Changes resistances penetration: +10% cold Maximum life: +80.00 Amulets make your neck look great! |
steel amulet 'Morningterror' steel amulet 'Morningterror'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Changes stats: +4 Str Changes resistances: +15% mind / +6% light Amulets make your neck look great! |
steel amulet 'Radiancewire' steel amulet 'Radiancewire'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 20% chance to reduce all saves and defense by 46 Damage when hit (Melee): 2 mind / 10 light Changes resistances: +6% nature / +16% mind / +5% arcane Changes damage: +6% mind Confusion immunity: +25% Amulets make your neck look great! |
steel amulet 'Yvimina' steel amulet 'Yvimina'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +4 Cun / +4 Mag Changes resistances: +15% nature Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Mental save: +9 (+2 eff.) Disease immunity: +20% Confusion immunity: +20% Life regen: +4.00 Amulets make your neck look great! |
stralite amulet 'Hailbolt' =life/heal= stralite amulet 'Hailbolt' =life/heal=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +9 Mag Changes resistances: +9% blight / +18% darkness Changes resistances penetration: +10% cold Spell save: +9 (+2 eff.) Pinning immunity: +20% Maximum life: +100.00 Healing mod.: +20% Amulets make your neck look great! |
stralite amulet of the eclipse stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 37% * 9% chance to blind Changes damage: +9% light / +10% darkness Amulets make your neck look great! |
voratun amulet 'Grinuregontir' =SNAP= voratun amulet 'Grinuregontir' =SNAP=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +6 Con / +9 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% mind Changes damage: +24% arcane / +9% physical Combat speed: +10% Amulets make your neck look great! |
voratun amulet of perfection (0.40 Wild-gift / Harmony,0.40 Cunning / Survival) voratun amulet of perfection (0.40 Wild-gift / Harmony,0.40 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Wild-gift / Harmony +0.40 Cunning / Survival Amulets make your neck look great! |
voratun amulet of soulsearing voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +9% blight / +14% fire Critical mult.: +18.00% Spellpower: +10 (+2 eff.) Amulets make your neck look great! |
wanderer's voratun amulet of murder wanderer's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Fatigue: -10% Changes stats: +10 Dex / +9 Cun / +10 Con Critical mult.: +20.00% Life regen: +5.00 Stamina each turn: +1.50 Movement speed: +10% Amulets make your neck look great! |
wanderer's voratun amulet of willpower (+8) wanderer's voratun amulet of willpower (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +8 Dex / +8 Wil / +7 Cun / +8 Con Life regen: +3.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
Daypower the voratun ring Daypower the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +29 (+7 eff.) Changes stats: +10 Str / +15 Con Changes resistances: +9% light Changes resistances penetration: +20% light Changes damage: +15% nature / +9% cold Spell save: +17 (+4 eff.) Maximum stamina: +40.00 Spellpower: +15 (+3 eff.) Mindpower: +15 (+3 eff.) Light radius: +4 Rings make your fingers look great! |
Dourcrypt DourcryptInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 37% Changes stats: +2 Dex Changes resistances: +6% nature / +6% blight Changes resistances penetration: +15% darkness Reduces incoming crit damage: 10.00% Poison immunity: +13% Disease immunity: +11% Rings make your fingers look great! |
Earestir the Daystun Earestir the DaystunCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% light Disarm immunity: +28% Pinning immunity: +25% Knockback immunity: +24% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +32.00 Maximum mana: +60.00 Spellpower: +25 (+5 eff.) Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Ebonyfoe the voratun ring Ebonyfoe the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +11 (+4 eff.) Changes stats: +4 Dex / +8 Mag / +8 Wil / +14 Con Changes resistances: +6% darkness / +2% physical Spell save: +19 (+4 eff.) Stamina each turn: +2.00 Maximum stamina: +27.00 Spellpower: +15 (+3 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Elenedoyon ElenedoyonPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +2 Cun / +2 Mag Changes resistances: +24% light Changes resistances penetration: +10% blight Changes damage: +12% light / +6% blight Infravision radius: +3 See invisible: +21 Rings make your fingers look great! |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 134.12 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 20 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Falohek =MIND= Falohek =MIND=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances: +13% mind Changes damage: +25% mind Mental save: +12 (+2 eff.) Mindpower: +20 (+4 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Isolle the steel ring Isolle the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +9 Str / +12 Con Changes resistances: +6% nature / +3% darkness Physical save: +6 (+1 eff.) Rings make your fingers look great! |
Kindledeath the steel ring Kindledeath the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Changes stats: +3 Wil Changes resistances: +9% mind Changes damage: +6% mind / +9% fire Mental save: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Layanor the Splendoursmash Layanor the SplendoursmashPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex / +2 Mag / +4 Cun Changes resistances: +12% light Changes resistances penetration: +5% temporal Stun/Freeze immunity: +25% Life regen: +5.00 Spellpower: +8 (+1 eff.) Rings make your fingers look great! |
Layatha the voratun ring Layatha the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 10 physical Changes stats: +4 Str / +6 Con Changes resistances: +9% acid / +3% physical Changes damage: +6% physical Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +142.00 Rings make your fingers look great! |
Mnemonic 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 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 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 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 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. |
Murkwilter =nature= Murkwilter =nature=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 13 nature Changes stats: +6 Con Changes resistances: +67% nature Changes resistances penetration: +25% mind Changes damage: +20% nature / +9% lightning Reduces incoming crit damage: 20.01% Hate when firing a critical mind attack: +6.00 Light radius: +4 Rings make your fingers look great! |
Nightsong 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: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Poryrin =paladin= Poryrin =paladin=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 27 light Damage (Ranged): 23 light Changes stats: +7 Mag Changes damage: +16% light Disarm immunity: +41% Pinning immunity: +30% Stun/Freeze immunity: +35% Knockback immunity: +27% Life regen: +5.00 Mana each turn: +0.04 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +32.00 Damage Shield penetration: +30% Rings make your fingers look great! |
Radiancewhisper =DS pen= Radiancewhisper =DS pen=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Changes resistances: +21% light Changes damage: +18% arcane / +9% blight Spell save: +12 (+3 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.09 Spell crit. chance: +4% Damage Shield penetration: +30% Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 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. |
Silelaith the voratun ring Silelaith the voratun ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 4 mind Changes stats: +15 Mag / +8 Wil / +8 Cun Changes resistances: +12% blight / +28% light / +6% arcane / +9% nature Changes damage: +14% light Mental save: +9 (+2 eff.) Blindness immunity: +10% Life regen: +5.20 Spellpower: +29 (+5 eff.) Rings make your fingers look great! |
Sootwish the voratun ring Sootwish the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 37% Changes stats: +18 Dex / +3 Mag / +19 Cun Changes resistances: +34% acid Changes resistances penetration: +20% darkness Changes damage: +17% acid Reduces incoming crit damage: 5.00% Infravision radius: +3 See invisible: +15 Rings make your fingers look great! |
Unlightobeisance =GOOD= Unlightobeisance =GOOD=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +21% blight / +15% temporal / +36% nature / +9% darkness Changes damage: +18% nature Stun/Freeze immunity: +20% Mana when firing critical spell: +2.51 Spellpower on spell critical (stacks up to 3 times): +13 Maximum life: +60.00 Spell crit. chance: +6% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 30.58 cold and 27.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb 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 (+2 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 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 465.74 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. |
Vorubrevea the voratun ring Vorubrevea the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +16 Cun / +10 Dex Changes resistances: +6% temporal / +3% light / +18% blight / +9% nature / +7% arcane Poison immunity: +30% Disease immunity: +30% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +47% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +5.00 Maximum life: +44.00 Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str / +4 Dex / +7 Wil / +12 Cun Changes resistances: +32% acid / +31% fire / +24% lightning / +27% cold Mindpower: +12 (+3 eff.) Light radius: +2 Infravision radius: +1 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Xanalraba the steel ring Xanalraba the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 blight Changes stats: +5 Dex Changes resistances penetration: +10% arcane Life regen: +4.00 Vim when firing critical spell: +2.00 Healing mod.: +10% Rings make your fingers look great! |
conjurer's voratun ring of corrosion (+32%) conjurer's voratun ring of corrosion (+32%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Changes resistances: +32% acid Changes damage: +16% acid Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
conjurer's voratun ring of life conjurer's voratun ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Life regen: +20.00 Maximum life: +71.00 Spellpower: +15 (+3 eff.) Healing mod.: +20% Rings make your fingers look great! |
conjurer's voratun ring of misery conjurer's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 46 Damage (Melee): 19 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 46 Damage (Ranged): 25 physical Changes stats: +5 Mag / +6 Wil / +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Spellpower: +11 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
copper ring 'Zerirek' copper ring 'Zerirek'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% acid / +15% cold Changes resistances penetration: +15% acid Physical save: +12 (+2 eff.) Mental save: +3 (+0 eff.) Stun/Freeze immunity: +23% Teleport immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
gold emerald ring gold emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Con Changes resistances: +3% all Spell save: +12 (+3 eff.) Maximum stamina: +18.00 Rings make your fingers look great! |
gold ring 'Gilessra' gold ring 'Gilessra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +11 (+4 eff.) Damage when hit (Melee): 4 mind Changes resistances penetration: +10% blight Changes damage: +12% blight Critical mult.: +10.00% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +7% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's steel ring of light (+22%) marksman's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
marksman's steel ring of perseverance marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +20% Life regen: +3.00 Rings make your fingers look great! |
marksman's voratun ring of life marksman's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Life regen: +14.00 Maximum life: +99.00 Healing mod.: +16% Rings make your fingers look great! |
mule's gold ring of perseverance mule's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +25 Stun/Freeze immunity: +22% Life regen: +3.00 Rings make your fingers look great! |
mule's gold ring of pilfering mule's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Defense: +7 (+3 eff.) Fatigue: -6% Maximum encumbrance: +25 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
painweaver's steel ring of life painweaver's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +5% all Life regen: +7.00 Maximum life: +49.00 Spellpower: +8 (+1 eff.) Mindpower: +7 (+2 eff.) Healing mod.: +13% Rings make your fingers look great! |
painweaver's voratun ring of life painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Changes damage: +8% all Life regen: +16.00 Maximum life: +96.00 Spellpower: +20 (+4 eff.) Mindpower: +15 (+3 eff.) Healing mod.: +17% Rings make your fingers look great! |
psionicist's gold ring of frost (+26%) psionicist's gold ring of frost (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +26% cold Changes damage: +13% cold Mental save: +8 (+1 eff.) Rings make your fingers look great! |
rogue's stralite ring of warding rogue's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 (+6 eff.) Changes stats: +8 Cun Changes resistances: +14% acid / +20% fire / +19% lightning / +16% cold Rings make your fingers look great! |
savage's voratun ring of power savage's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +6 Con Spell save: +19 (+4 eff.) Maximum stamina: +40.00 Spellpower: +14 (+2 eff.) Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
savior's gold ring of misery savior's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 46 Damage (Melee): 14 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 46 Damage (Ranged): 8 physical Changes stats: +6 Cun Physical save: +7 (+1 eff.) Spell save: +12 (+3 eff.) Mental save: +10 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
savior's voratun ring of life savior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +16 (+3 eff.) Spell save: +18 (+4 eff.) Mental save: +15 (+3 eff.) Life regen: +18.00 Maximum life: +100.00 Healing mod.: +20% Rings make your fingers look great! |
sneakthief's gold ring sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +6 Cun / +5 Dex Rings make your fingers look great! |
sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +17.00 Maximum life: +54.00 Healing mod.: +18% Rings make your fingers look great! |
sneakthief's voratun ring of pilfering sneakthief's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +15 Defense: +10 (+4 eff.) Changes stats: +8 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's gold ring of perseverance solipsist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Stun/Freeze immunity: +26% Life regen: +3.00 Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
solipsist's stralite ring of life solipsist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +5 Wil Life regen: +13.00 Maximum life: +48.00 Mindpower: +9 (+2 eff.) Healing mod.: +14% Rings make your fingers look great! |
solipsist's voratun ring of warding solipsist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Wil Changes resistances: +30% acid / +28% fire / +27% lightning / +30% cold Mindpower: +13 (+3 eff.) Rings make your fingers look great! |
steel ametrine ring steel ametrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Damage (Melee): 16 light Damage (Ranged): 10 light Changes stats: +3 Mag Changes damage: +11% light / +2% all Spell crit. chance: +1% Mental crit. chance: +1% Rings make your fingers look great! |
steel ring 'Broduromineg' steel ring 'Broduromineg'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +2 Cun / +1 Wil Changes resistances: +12% acid Changes damage: +15% mind / +5% all Mental save: +12 (+2 eff.) Spellpower: +11 (+2 eff.) Mindpower: +37 (+8 eff.) Rings make your fingers look great! |
steel ring 'Searcrypt' steel ring 'Searcrypt'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +5% fire Physical save: +6 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +14 (+3 eff.) Disarm immunity: +26% Confusion immunity: +22% Pinning immunity: +25% Knockback immunity: +22% Maximum life: +21.00 Rings make your fingers look great! |
steel ring of frost (+22%) steel ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
steel ring of life steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +9.00 Maximum life: +48.00 Healing mod.: +12% Rings make your fingers look great! |
stralite diamond ring =craft= stralite diamond ring =craft=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +9% nature / +9% blight Poison immunity: +18% Disease immunity: +17% Rings make your fingers look great! |
stralite fire opal ring =CRIT= stralite fire opal ring =CRIT=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +21% acid / +20% fire / +18% lightning / +22% cold Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
stralite fire opal ring =BLIGHT= stralite fire opal ring =BLIGHT=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Defense: +15 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 46% Changes stats: +16 Cun / +14 Wil Changes resistances: +17% blight / +12% lightning / +6% acid Changes damage: +17% blight / +10% all Mental save: +6 (+1 eff.) Knockback immunity: +10% Spell crit. chance: +5% Mindpower: +25 (+5 eff.) Mental crit. chance: +5% Rings make your fingers look great! |
stralite fire opal ring =CRAFT= stralite fire opal ring =CRAFT=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Life regen: +15.00 Maximum life: +58.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +10% Rings make your fingers look great! |
stralite jade ring stralite jade ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all Life regen: +14.00 Maximum life: +64.00 Healing mod.: +15% Rings make your fingers look great! |
treant's copper ring treant's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% nature / +6% blight Poison immunity: +12% Disease immunity: +10% Rings make your fingers look great! |
treant's gold ring of life treant's gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% nature / +10% blight Poison immunity: +15% Disease immunity: +14% Life regen: +9.00 Maximum life: +51.00 Healing mod.: +12% Rings make your fingers look great! |
treant's voratun ring of pilfering treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Defense: +16 (+6 eff.) Changes resistances: +14% nature / +9% blight Poison immunity: +22% Disease immunity: +25% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun Windborne Azurite ring =craft= voratun Windborne Azurite ring =craft=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +7 Str / +8 Dex / +8 Cun / +8 Con Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
voratun bloodstone ring =craft= voratun bloodstone ring =craft=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 29 light Damage (Ranged): 16 light Changes stats: +4 Mag Changes damage: +15% light Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring =CRAFT= voratun bloodstone ring =CRAFT=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +15.00 Maximum life: +89.00 Healing mod.: +20% Rings make your fingers look great! |
voratun bloodstone ring =craft= voratun bloodstone ring =craft=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +21% acid / +23% fire / +24% lightning / +30% cold Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun diamond ring =craft= voratun diamond ring =craft=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +9 Defense: +13 (+5 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun fire opal ring =craft= voratun fire opal ring =craft=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 12% chance to reduce all saves and defense by 46 Damage (Melee): 30 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 46 Damage (Ranged): 21 physical Changes stats: +5 Cun Changes damage: +10% all Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
voratun fire opal ring =craft= voratun fire opal ring =craft=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +24% acid / +24% fire / +28% lightning / +21% cold Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
voratun fire opal ring =craft= voratun fire opal ring =craft=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +19 (+5 eff.) Damage when hit (Melee): 4 light Changes stats: +6 Con Changes resistances: +9% light / +6% fire / +3% darkness / +6% cold Changes resistances penetration: +10% fire Changes damage: +9% fire / +3% light / +18% all Spell save: +29 (+6 eff.) Stun/Freeze immunity: +47% Life regen: +9.00 Maximum stamina: +40.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Mental crit. chance: +5% Rings make your fingers look great! |
voratun fire opal ring =craft= voratun fire opal ring =craft=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +16 Physical crit. chance: +5.0% Defense: +12 (+4 eff.) Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun fire opal ring =CRAFT= voratun fire opal ring =CRAFT=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +30% acid / +21% fire / +21% lightning / +24% cold Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
voratun fire opal ring =craft= voratun fire opal ring =craft=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +14 (+3 eff.) Changes stats: +8 Str / +9 Con Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
voratun ring 'Emelovea' =vine= voratun ring 'Emelovea' =vine=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: * 25% chance to reduce strength, dexterity, and constitution by 36 Damage when hit (Melee): 6 mind Changes stats: +8 Mag / +16 Wil / +8 Cun Changes damage: +12% acid / +18% blight Blindness immunity: +50% Spellpower: +14 (+2 eff.) Mindpower: +14 (+3 eff.) Infravision radius: +6 See stealth: +23 See invisible: +25 Rings make your fingers look great! |
voratun ring 'Malisus' =MIND= voratun ring 'Malisus' =MIND=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +14 Wil Changes resistances: +32% light / +19% mind Changes resistances penetration: +30% mind Changes damage: +16% light / +18% mind Mindpower: +37 (+8 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
voratun ring 'Rimepain' voratun ring 'Rimepain'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +2 Str / +2 Dex / +4 Wil / +10 Cun Changes resistances: +11% nature / +24% blight Changes damage: +18% cold Poison immunity: +27% Disease immunity: +25% Stun/Freeze immunity: +50% Life regen: +8.00 Infravision radius: +1 Rings make your fingers look great! |
voratun ring 'Starjustice' =GOOD= voratun ring 'Starjustice' =GOOD=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Mag Changes damage: +12% light / +12% mind Critical mult.: +20.00% Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +50% Hate when firing a critical mind attack: +5.00 Maximum life: +50.00 Maximum vim: +62.85 Spellpower: +25 (+5 eff.) Mindpower: +38 (+8 eff.) Rings make your fingers look great! |
voratun ring 'Woeresolve' voratun ring 'Woeresolve'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +8 Mag / +8 Wil / +6 Con Changes resistances: +24% acid / +28% fire / +21% cold / +6% nature / +23% lightning Changes resistances penetration: +26% darkness / +25% nature Changes damage: +6% darkness Spell save: +20 (+4 eff.) Maximum stamina: +36.00 Spellpower: +15 (+3 eff.) Rings make your fingers look great! |
voratun ring 'Xymibeth' =resists= voratun ring 'Xymibeth' =resists=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 46 Changes stats: +10 Con Changes resistances: +30% acid / +30% cold / +30% fire / +19% mind / +29% lightning Changes damage: +9% arcane Infravision radius: +4 See invisible: +30 Rings make your fingers look great! |
voratun ring of speed voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +8 (+3 eff.) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
warrior's stralite ring of life warrior's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Life regen: +9.00 Maximum life: +44.00 Healing mod.: +18% Rings make your fingers look great! |
warrior's voratun ring of life warrior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Life regen: +16.00 Maximum life: +94.00 Healing mod.: +14% Rings make your fingers look great! |
wizard's voratun ring of pilfering wizard's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +16 Defense: +17 (+6 eff.) Changes stats: +9 Mag Spell save: +18 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
ash longbow 'Mucussever' =viner= ash longbow 'Mucussever' =viner=Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +20 nature When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +14.0% Changes resistances penetration: +25% nature Changes damage: +21% nature Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
Glorywyn the Frostkiller (114% power, 40 apr, mind damage) Glorywyn the Frostkiller (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 acid When wielded/worn: Armour penetration: +4 Physical power: +30 (+7 eff.) Damage when hit (Melee): 12 cold Changes resistances: +9% lightning Changes damage: +30% acid Talent granted: +1 Attune Mindstar Physical save: +22 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +17 (+3 eff.) Stamina each turn: +3.97 Equilibrium when hit: +2.30 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 120 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." |
Berobar the Starrigor (148% power, 6 apr) Berobar the Starrigor (148% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 134 cold damage (1/turn) Damage (radius 2) on crit: +16 temporal When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +14 Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 light / 4 fire Changes stats: +11 Mag / +11 Wil Changes resistances: +3% light Changes resistances penetration: +15% physical / +30% cold / +33% temporal Changes damage: +30% cold / +9% light / +18% fire Spellpower: +15 (+3 eff.) One-handed war axes. |
Eremegorn the hardened leather belt Eremegorn the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +3 Armour: +6 Changes stats: +3 Con Changes resistances: +10% fire / +11% cold Changes damage: +27% physical Maximum stamina: +30.00 A belt that goes around your waist. |
Urthogahad =spell crit= Urthogahad =spell crit=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Defense: +20 (+7 eff.) Changes stats: +6 Wil Changes resistances: +20% temporal Critical mult.: +15.00% Poison immunity: +27% Only die when reaching: -106.73 life Maximum life: +120.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +8% A belt that goes around your waist. |
Velamina VelaminaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +39 (+10 eff.) Changes resistances: +9% acid / +20% temporal / +9% mind Confusion immunity: +26% Mana each turn: +0.16 Mana when firing critical spell: +2.62 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +70.00 Maximum vim: +65.38 A belt that goes around your waist. |
Runaldil the Flashsmash (3 def, 0 armour) =SHADOWBLADE= Runaldil the Flashsmash (3 def, 0 armour) =SHADOWBLADE=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Changes resistances: +3% lightning / +19% darkness / +9% light Changes resistances penetration: +16% darkness / +20% lightning Changes damage: +16% darkness / +9% light Critical mult.: +39.00% Stealth bonus: +35 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 'Toblek' (3 def, 0 armour) =life= elven-silk cloak 'Toblek' (3 def, 0 armour) =life=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +5 Dex / +2 Mag / +3 Cun / +5 Con Changes resistances: +15% blight / +12% light / +18% nature / +21% darkness Changes resistances penetration: +13% darkness Changes damage: +21% darkness Talent mastery: +0.40 Technique / Combat training Stealth bonus: +16 Spell save: +13 (+3 eff.) Life regen: +9.00 Stamina each turn: +0.90 See invisible: +15 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightbender the elven-silk robe (0 def, 0 armour) Lightbender the elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 13 light Changes stats: +4 Wil Changes resistances: +15% all Changes damage: +27% arcane Spell save: +30 (+6 eff.) Vim when firing critical spell: +2.63 Maximum mana: +131.53 Maximum vim: +50.00 Spellpower: +45 (+9 eff.) Spell crit. chance: +17% Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amistir the Frozenresolve (0 def, 4 armour) Amistir the Frozenresolve (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Dex / +10 Wil / +5 Con Changes damage: +9% cold Reduces incoming crit damage: 10.00% Silence immunity: +31% Confusion immunity: +30% Stun/Freeze immunity: +38% See invisible: +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Branuladunafang the pair of dwarven-steel boots (25 def, 10 armour) Branuladunafang the pair of dwarven-steel boots (25 def, 10 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +10 Defense: +25 (+9 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Changes stats: +2 Dex / +4 Wil / +7 Con Changes resistances penetration: +27% physical Critical mult.: +20.00% Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dairechak the pair of dwarven-steel boots (0 def, 4 armour) Dairechak the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Wil Changes resistances: +11% lightning / +11% temporal / +15% darkness / +6% cold / +6% acid Critical mult.: +10.00% Cut immunity: +20% Silence immunity: +20% Confusion immunity: +20% Spell crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelawe (0 def, 21 armour) =shield pen= Emelawe (0 def, 21 armour) =shield pen=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +21 Fatigue: +4% Changes stats: +5 Cun Changes resistances: +15% lightning / +15% temporal / +15% acid / +18% cold Silence immunity: +27% Equilibrium when hit: +0.64 Maximum psi: +30.00 Mindpower: +20 (+4 eff.) Damage Shield penetration: +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glodamira the pair of voratun boots (5 def, 13 armour) =resits= Glodamira the pair of voratun boots (5 def, 13 armour) =resits=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +5 (+2 eff.) Fatigue: +4% Changes stats: +4 Cun / +5 Wil Changes resistances: +15% acid / +27% fire / +20% lightning / +42% cold Physical save: +10 (+2 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+2 eff.) Blindness immunity: +20% Maximum life: +20.00 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Natar the pair of hardened leather boots (15 def, 11 armour) =ef= Natar the pair of hardened leather boots (15 def, 11 armour) =ef=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 46% Changes stats: +8 Str / +8 Con Changes resistances: +12% acid / +2% physical Changes resistances penetration: +10% arcane Changes damage: +8% physical Size category: +1 A pair of boots made of leather. |
Olorig the Brandmight (0 def, 5 armour) =IMMUNE= Olorig the Brandmight (0 def, 5 armour) =IMMUNE=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 fire Changes resistances: +18% acid / +4% physical / +3% darkness / +5% arcane Changes damage: +18% fire Silence immunity: +41% Confusion immunity: +44% Stun/Freeze immunity: +44% Knockback immunity: +21% Teleport immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Polalle the pair of voratun boots (0 def, 7 armour) =rush= Polalle the pair of voratun boots (0 def, 7 armour) =rush=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: -6% Changes stats: +4 Str / +10 Cun / +9 Con Changes resistances: +5% arcane / +6% blight Reduces incoming crit damage: 10.00% Physical save: +25 (+5 eff.) Mental save: +23 (+4 eff.) Stun/Freeze immunity: +25% Knockback immunity: +10% Stamina each turn: +0.80 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Polibremira (0 def, 5 armour) Polibremira (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +2 Dex / +6 Wil / +9 Cun / +2 Con Changes resistances: +27% temporal / +15% fire / +30% darkness / +15% cold Changes resistances penetration: +25% blight / +19% temporal / +15% darkness Changes damage: +9% blight Physical save: +15 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +15 (+3 eff.) Defense after a teleport: +28 Resist all after a teleport: +18% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
pair of voratun boots 'Korichik' (0 def, 17 armour) =snap= pair of voratun boots 'Korichik' (0 def, 17 armour) =snap=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Fatigue: +4% Damage when hit (Melee): 4 arcane Changes stats: +8 Mag Changes resistances penetration: +26% acid / +25% arcane Changes damage: +10% acid / +9% blight Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disease immunity: +41% Pinning immunity: +21% Stun/Freeze immunity: +20% Teleport immunity: +20% Life regen: +4.00 Spellpower: +10 (+2 eff.) Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Baridir the drakeskin leather gloves (10 def, 19 armour) =ARMOR= Baridir the drakeskin leather gloves (10 def, 19 armour) =ARMOR=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +19 Defense: +10 (+4 eff.) Damage (Melee): 14 physical Changes resistances: +18% acid Changes damage: +11% physical Confusion immunity: +20% Maximum life: +100.00 Healing mod.: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of war-making (0 def, 19 armour) =armor= stone warden's voratun gauntlets of war-making (0 def, 19 armour) =armor=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +15.0% Armour: +19 Armour Hardiness: +15% Fatigue: +5% Changes stats: +15 Con Changes resistances: +10% physical Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +18% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Arcvagrant the elven-silk wizard hat (3 def, 0 armour) Arcvagrant the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 mind Changes resistances: +20% physical / +20% darkness / +43% fire / +15% blight / +3% cold / +6% mind / +15% nature Changes resistances penetration: +15% lightning Changes damage: +19% physical / +20% darkness / +19% fire Spell save: +12 (+3 eff.) Maximum hate: +12.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Arirandil the drakeskin leather cap (23 def, 5 armour) Arirandil the drakeskin leather cap (23 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +32 (+8 eff.) Armour: +5 Defense: +23 (+8 eff.) Fatigue: +5% Effects when hit in melee: * 35% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 blight Changes stats: +15 Cun / +8 Con Changes resistances: +12% fire / +13% cold Only die when reaching: -40.00 life A cap made of leather. |
Baretobers the drakeskin leather cap (0 def, 5 armour) Baretobers the drakeskin leather cap (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str / +9 Dex / +7 Con Changes resistances: +12% blight / +4% physical / +16% darkness Spell save: +11 (+2 eff.) Mental save: +13 (+2 eff.) Disarm immunity: +10% Healing mod.: +5% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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 478.9 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Blindbrand the elven-silk wizard hat (33 def, 0 armour) =light= Blindbrand the elven-silk wizard hat (33 def, 0 armour) =light=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Defense: +33 (+11 eff.) Effects on melee hit: * 26% chance to reduce all saves and defense by 46 Changes stats: +6 Con Changes resistances: +48% light / +5% physical Changes resistances penetration: +30% light Changes damage: +16% light Physical save: +24 (+5 eff.) A pointy cloth hat, very wizardly... |
Cyroma the Treepassion (0 def, 7 armour) =BREATHE= Cyroma the Treepassion (0 def, 7 armour) =BREATHE=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 mind / 4 temporal Changes resistances: +6% temporal / +16% light / +12% cold / +3% nature / +14% darkness Changes damage: +9% mind / +9% temporal Allows you to breathe in: water Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Demonbringer (0 def, 5 armour) Demonbringer (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 26% chance to reduce all saves and defense by 46 Changes stats: +8 Str Changes resistances: +27% acid / +27% fire / +21% lightning Changes damage: +9% darkness Physical save: +24 (+5 eff.) Blindness immunity: +26% Disarm immunity: +26% Maximum life: +132.29 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cap made of leather. |
Eilinuda (0 def, 5 armour) =RESISTS= Eilinuda (0 def, 5 armour) =RESISTS=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 mind Changes resistances: +14% acid / +12% temporal / +29% cold / +30% fire / +23% lightning Changes damage: +12% arcane Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisotha the cashmere wizard hat (2 def, 0 armour) =snap= Lisotha the cashmere wizard hat (2 def, 0 armour) =snap=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +9 Mag / +3 Wil / +3 Con Changes resistances penetration: +10% arcane Changes damage: +9% arcane Spell save: +8 (+2 eff.) Psi each turn: +0.21 Vim when firing critical spell: +2.00 Spellpower: +20 (+4 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Shadebender (3 def, 0 armour) =MIND= Shadebender (3 def, 0 armour) =MIND=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +5 Str / +3 Wil / +13 Con Changes resistances: +30% lightning Changes resistances penetration: +30% mind Changes damage: +20% lightning / +12% darkness / +27% mind Reduces incoming crit damage: 18.73% Light radius: +4 A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Stokewell' (8 def, 14 armour) drakeskin leather cap 'Stokewell' (8 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Changes stats: +5 Wil Changes resistances: +27% fire / +15% mind / +7% all Changes resistances penetration: +25% blight / +33% mind Changes damage: +12% mind Physical save: +11 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +13 Maximum mana: +80.00 Damage Shield penetration: +39% A cap made of leather. |
elven-silk wizard hat 'Shimmersquall' (3 def, 0 armour) =viner= elven-silk wizard hat 'Shimmersquall' (3 def, 0 armour) =viner=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 21% chance to reduce all saves and defense by 46 Damage when hit (Melee): 6 arcane / 4 lightning Changes stats: +10 Wil Changes resistances: +18% lightning / +6% nature Changes resistances penetration: +10% arcane / +26% lightning Changes damage: +30% arcane / +9% lightning Physical save: +14 (+3 eff.) A pointy cloth hat, very wizardly... |
Yvylaith the drakeskin leather armour (20 def, 8 armour) Yvylaith the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +20 (+5 eff.) Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +10 Str / +13 Mag / +9 Wil / +5 Cun Changes resistances: +13% lightning / +9% arcane Spell save: +19 (+4 eff.) Spellpower: +22 (+4 eff.) Spell crit. chance: +9% Mindpower: +25 (+5 eff.) Mental crit. chance: +8% See invisible: +9 Combat speed: +15% Casting speed: +15% Mental speed: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
voratun shield 'Belumina' (0 def, 28 armour, 182% power, 224 block) =shield pen= voratun shield 'Belumina' (0 def, 28 armour, 182% power, 224 block) =shield pen=Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +224 Damage (Melee): +20 acid / +16 light / +18 darkness When wielded/worn: Armour: +28 Fatigue: +8% Effects when hit in melee: * 20% chance to reduce armor by 46% Changes stats: +3 Dex / +10 Mag / +11 Cun / +6 Con Changes resistances: +18% acid / +38% light / +40% darkness Changes damage: +20% light / +20% darkness Talent granted: +1 Block Physical save: +9 (+2 eff.) Mana when firing critical spell: +1.00 Spell crit. chance: +2% Damage Shield penetration: +30% Handheld deflection devices. |
voratun shield 'Gihad' (0 def, 22 armour, 186% power, 241.86665625651 block) =shield pen= voratun shield 'Gihad' (0 def, 22 armour, 186% power, 241.86665625651 block) =shield pen=Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +242 Damage Shield penetration (this weapon only): +40% When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +3 Armour: +22 Fatigue: +8% Damage when hit (Melee): 13 mind Changes stats: +5 Cun Changes resistances: +7% arcane / +30% cold Talent granted: +1 Block Stamina each turn: +4.00 Handheld deflection devices. |
8 agate 8 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. |
1511 alchemist agate 1511 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. |
4 onyx 4 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. |
14 aquamarine 14 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. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 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. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 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. |
Crackleward the voratun pickaxe (dig speed 11 turns) =snap= Crackleward the voratun pickaxe (dig speed 11 turns) =snap=Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Wil Changes resistances: +18% darkness Changes resistances penetration: +15% mind Changes damage: +21% lightning / +15% fire / +14% mind / +24% arcane Mental save: +15 (+3 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Grinugen the Kindlemarrow (dig speed 30 turns) Grinugen the Kindlemarrow (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to slow global speed by 75% * 20 arcane resource burn Changes stats: +5 Str Changes resistances: +6% lightning / +21% cold / +6% darkness / +15% temporal Changes damage: +6% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 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. |
15 jade 15 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. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Adomita the Scumransom Adomita the ScumransomInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Changes stats: +1 Mag Changes resistances: +3% nature Changes resistances penetration: +10% arcane / +15% all Changes damage: +6% nature / +3% blight Critical mult.: +15.00% Physical save: +14 (+3 eff.) Maximum life: +78.00 Maximum vim: +30.00 Light radius: +7 Healing mod.: +22% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Urthunariran the Balancebile =armor= Urthunariran the Balancebile =armor=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +10 Changes resistances: +15% blight / +12% cold / +21% nature Changes damage: +18% blight Critical mult.: +20.00% Life regen: +4.93 Maximum life: +60.00 Light radius: +10 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
bright alchemist's lamp of corpselight =BREATHE= bright alchemist's lamp of corpselight =BREATHE=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% blight / +9% darkness Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +4 See invisible: +7 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 18 cooldown : Effective talent level: 2.0 Power cost: 18 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 10 turns and deals 48 blight damage or heals 56 life. Creatures standing in the retch also have 17% 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. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
61 alchemist bloodstone 61 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. |
17 bloodstone 17 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. |
13 fire opal 13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby 9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 394/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 656.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Elyyavea [power 370] (9 cooldown) Elyyavea [power 370] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 10 blight Changes stats: +5 Dex Changes resistances: +9% fire / +5% physical Changes damage: +9% physical Reduces incoming crit damage: 15.66% Silence immunity: +21% It can be used to blast the opponent's mind dealing 511 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Polibeth the Plaguerupture [power 173] (15 cooldown) Polibeth the Plaguerupture [power 173] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +35 (+12 eff.) Changes damage: +15% nature Spell save: +24 (+5 eff.) Confusion immunity: +27% Stun/Freeze immunity: +27% Teleport immunity: +27% Maximum life: +134.54 It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Silinne [power 465] (9 cooldown) =blight/mind= Silinne [power 465] (9 cooldown) =blight/mind=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 46 * 25% chance to reduce strength, dexterity, and constitution by 36 * 25% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% blight Changes damage: +37% mind / +27% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 642 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Islevea' [power 5] (15 cooldown) =life= voratun torque of clear mind 'Islevea' [power 5] (15 cooldown) =life=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +15% blight Changes resistances penetration: +25% physical Critical mult.: +15.00% Spell save: +12 (+3 eff.) Cut immunity: +20% Life regen: +4.00 Maximum life: +101.00 Maximum stamina: +30.30 It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Unlightream' [power 405] (9 cooldown) voratun torque of mindblast 'Unlightream' [power 405] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +12% lightning / +18% fire / +15% darkness Changes resistances penetration: +30% fire / +30% darkness / +33% cold Changes damage: +36% darkness / +24% cold It can be used to blast the opponent's mind dealing 559 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Earirendil the Lustreransom [power 500] (9 cooldown) Earirendil the Lustreransom [power 500] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 light Changes resistances: +3% acid Psi when hit: +0.08 It can be used to heal yourself and all friendly characters within 10 spaces for 500 Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Gain a 23% chance to evade weapon attacks for 2 turns. * Heal for 93. Natural totems are made by powerful wilders to store nature power. |
Furnacefame the dragonbone totem of stinging [power 548] (9 cooldown) Furnacefame the dragonbone totem of stinging [power 548] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +15% temporal / +12% fire Changes resistances penetration: +25% temporal Changes damage: +15% fire Infravision radius: +3 It can be used to sting an enemy dealing 789 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Isagawen the dragonbone totem of thorny skin [power 81] (12 cooldown) =armor pump= Isagawen the dragonbone totem of thorny skin [power 81] (12 cooldown) =armor pump=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Psi when hit: +0.08 Maximum psi: +20.00 Mental crit. chance: +1% It can be used to harden the skin for 7 turns increasing armour by 81 and armour hardiness by 70% Activation puts all charms on cooldown for 12 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 19% for 2 turns. * Gain a 23% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Jetborn [power 835] (26 cooldown) Jetborn [power 835] (26 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 37% Changes resistances: +6% lightning / +3% acid Changes resistances penetration: +15% darkness It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1670 Base Damage: 884 Armor: 22 All Resist: 0 Activation puts all charms on cooldown for 26 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
Lightningpunish the yew totem of stinging [power 320] (9 cooldown) =armor= Lightningpunish the yew totem of stinging [power 320] (9 cooldown) =armor=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +6.0% Armour: +16 Changes resistances: +12% lightning Changes resistances penetration: +20% physical Maximum stamina: +30.00 Light radius: +3 It can be used to sting an enemy dealing 461 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of stinging [power 842] (13 cooldown) overpowered dragonbone totem of stinging [power 842] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 1212 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Chalohad the Unlightgore [power 416] (9 cooldown) Chalohad the Unlightgore [power 416] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 37% Damage when hit (Melee): 8 acid Changes resistances: +6% darkness Changes damage: +3% darkness It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 102 lightning damage and will be dazed for 1 turn (511 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Heal for 75. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gelena the Frozenoozer [power 410] (9 cooldown) Gelena the Frozenoozer [power 410] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 10 fire / 10 cold Changes resistances: +5% arcane Changes damage: +15% cold / +9% arcane / +18% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 100 lightning damage and will be dazed for 1 turn (504 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 52% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of lightning storm 'Aerema' [power 686] (12 cooldown) elven-wood wand of lightning storm 'Aerema' [power 686] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +3% acid Changes resistances penetration: +10% acid / +5% temporal Changes damage: +9% acid / +9% temporal It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 168 lightning damage and will be dazed for 1 turn (843 total damage) Activation puts all charms on cooldown for 12 turns. When used: * Heal for 48. * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
22 diamond 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. |
30 moonstone 30 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz 5 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. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By McViner the Dwarf Stone Warden level 39
20th Stralite 123rd year of Ascendancy at 14:41 see stats
By McViner the Dwarf Stone Warden level 50
21st Loss 123rd year of Ascendancy at 13:49 see stats
By McViner the Dwarf Stone Warden level 34
25th Shortage 122nd year of Ascendancy at 01:46 see stats
By McViner the Dwarf Stone Warden level 39
15th Stralite 123rd year of Ascendancy at 00:49 see stats
By McViner the Dwarf Stone Warden level 43
7th Voratun 123rd year of Ascendancy at 23:14 see stats
By McViner the Dwarf Stone Warden level 48
19th Wealth 123rd year of Ascendancy at 15:33 see stats
By McViner the Dwarf Stone Warden level 42
45th Stralite 123rd year of Ascendancy at 08:50 see stats
By McViner the Dwarf Stone Warden level 26
1st Loss 122nd year of Ascendancy at 16:30 see stats
By McViner the Dwarf Stone Warden level 9
33rd Profit 122nd year of Ascendancy at 15:38 see stats
By McViner the Dwarf Stone Warden level 41
30th Stralite 123rd year of Ascendancy at 20:35 see stats
By McViner the Dwarf Stone Warden level 33
25th Shortage 122nd year of Ascendancy at 01:08 see stats
By McViner the Dwarf Stone Warden level 28
27th Loss 122nd year of Ascendancy at 19:19 see stats
By McViner the Dwarf Stone Warden level 50
24th Gold 124th year of Ascendancy at 22:22 see stats
By McViner the Dwarf Stone Warden level 23
1st Dearth 122nd year of Ascendancy at 11:10 see stats
By McViner the Dwarf Stone Warden level 37
26th Gold 123rd year of Ascendancy at 22:50 see stats
By McViner the Dwarf Stone Warden level 32
21st Shortage 122nd year of Ascendancy at 05:22 see stats
By McViner the Dwarf Stone Warden level 50
1st Gold 124th year of Ascendancy at 02:19 see stats
By McViner the Dwarf Stone Warden level 26
9th Dearth 122nd year of Ascendancy at 02:00 see stats
By McViner the Dwarf Stone Warden level 10
39th Profit 122nd year of Ascendancy at 11:30 see stats
By McViner the Dwarf Stone Warden level 20
13rd Wealth 122nd year of Ascendancy at 06:33 see stats
By McViner the Dwarf Stone Warden level 30
12nd Shortage 122nd year of Ascendancy at 16:10 see stats
By McViner the Dwarf Stone Warden level 40
26th Stralite 123rd year of Ascendancy at 15:07 see stats
By McViner the Dwarf Stone Warden level 50
9th Dearth 123rd year of Ascendancy at 16:46 see stats
By McViner the Dwarf Stone Warden level 50
17th Steel 124th year of Ascendancy at 11:00 see stats
By McViner the Dwarf Stone Warden level 49
8th Dearth 123rd year of Ascendancy at 21:58 see stats
By McViner the Dwarf Stone Warden level 50
24th Gold 124th year of Ascendancy at 22:21 see stats
By McViner the Dwarf Stone Warden level 50
21st Dearth 123rd year of Ascendancy at 20:35 see stats
By McViner the Dwarf Stone Warden level 26
1st Loss 122nd year of Ascendancy at 12:31 see stats
By McViner the Dwarf Stone Warden level 24
4th Dearth 122nd year of Ascendancy at 17:50 see stats
By McViner the Dwarf Stone Warden level 41
31st Stralite 123rd year of Ascendancy at 03:01 see stats
By McViner the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 17:12 see stats
By McViner the Dwarf Stone Warden level 9
39th Profit 122nd year of Ascendancy at 00:12 see stats
By McViner the Dwarf Stone Warden level 50
18th Steel 124th year of Ascendancy at 13:15 see stats
By McViner the Dwarf Stone Warden level 34
10th Iron 123rd year of Ascendancy at 09:34 see stats
By McViner the Dwarf Stone Warden level 37
8th Stralite 123rd year of Ascendancy at 16:17 see stats
By McViner the Dwarf Stone Warden level 16
5th Wealth 122nd year of Ascendancy at 04:17 see stats
By McViner the Dwarf Stone Warden level 45
8th Profit 123rd year of Ascendancy at 05:23 see stats
By McViner the Dwarf Stone Warden level 22
24th Wealth 122nd year of Ascendancy at 12:22 see stats
By McViner the Dwarf Stone Warden level 15
2nd Wealth 122nd year of Ascendancy at 17:14 see stats
By McViner the Dwarf Stone Warden level 32
23rd Shortage 122nd year of Ascendancy at 17:16 see stats
Log
Saving game...
Saving done.
You transfer Barudir the Daygasher [power 434] (9 cooldown) =GOOD= to the online item's vault.
Saving done.
Saving game...
Saving done.
Today is the 27th Gold of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 17:18.
There is an item here: The Guardian's Totem
There is an item here: Chamekan (0 def, 26 armour, 177% power, 365.5 block)
There is an item here: Unbreakable Greaves (8 def, 20 armour)
There is an item here: Scale Mail of Kroltar (10 def, 18 armour)
There is an item here: Blizzardrune the elven-wood magestaff (129% power, 5 apr, cold element)
There is an item here: Ethereal Embrace (10 def, 0 armour)
There is an item here: Frozen Shroud (12 def, 0 armour)
There is an item here: Cloth of Dreams (10 def, 0 armour)
There is an item here: Tooth of the Mouth (dig speed 12 turns)
There is an item here: Corpathus (150% power, 12 apr)
There is an item here: Crown of the Elements (0 def, 10 armour)
There is an item here: Yvalaith the elven-wood wand of conjuration [power 325] (9 cooldown)