









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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Writhing One |
| Level / Exp | 50 / 2158% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 114 (base 64) |
| Dexterity | 54 (base 13) |
| Constitution | 53 (base 43) |
| Magic | 112 (base 65) |
| Willpower | 57 (base 15) |
| Cunning | 89 (base 60) |
Resources
| Life | 1672/1672 |
| Mana | 565/609 |
| Stamina | 377/396 |
| Insanity | 0/100 |
| Healing Factor | 1.4945784192899 |
| Regeneration | 22.792320894171 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 8 |
| See Stealth | 68.509349804974 |
| See Invisible | 68.509349804974 |
Offense: Mainhand
| Damage | 178 |
| Accuracy | 66 |
| Crit Chance | 92% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 69% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Blight | +34% |
| Physical | +39% |
| Cold | +31% |
| All | +7% |
| Darkness | +103% |
| Light | +25% |
| Fire | +10% |
| Mind | +19% |
Offense: Damage Penetration
| Darkness | +61% |
| Physical | +28% |
| Temporal | +34% |
| Lightning | +15% |
| Arcane | +10% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35 (35.65183292883%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 51 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 65%( 76%) |
| Blight | + 64%( 76%) |
| Arcane | + 55%( 76%) |
| Cold | + 58%( 76%) |
| All | + 55%( 76%) |
| Physical | + 63%( 76%) |
| Lightning | + 59%( 76%) |
| Light | + 69%( 76%) |
| Temporal | + 74%( 76%) |
| Mind | + 55%( 76%) |
| Darkness | + 76%( 76%) |
| Fire | + 61%( 76%) |
| Nature | + 64%( 76%) |
Defense: Immunities
| Teleport Resistance | 21% |
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 71% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 83% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 547 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 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 83 up to 6 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 132 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 8 times. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chaos Orbs |
| talent | Premonition |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by bladestorm construct. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 3322. | 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, Stire of Derth 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. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | Radiancemark the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Damage when hit (Melee): 2 mind Changes stats: +4 Str / +2 Con Changes resistances: +30% darkness / +27% temporal Changes resistances penetration: +15% physical / +19% darkness / +19% temporal Changes damage: +6% light Critical mult.: +20.00% Spellpower: +13 (+3 eff.) Light radius: +1 Defense after a teleport: +26 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
| Light source | Drazilagadin the ChillquellerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Damage when hit (Melee): 4 temporal / 2 cold Changes stats: +6 Wil Changes resistances penetration: +5% cold / +15% temporal Changes damage: +9% cold Critical mult.: +20.00% Maximum life: +64.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat 'Blindmoon' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +3.0% Defense: +2 (+1 eff.) Changes resistances: +10% darkness / +14% physical Changes damage: +10% physical / +11% darkness / +6% light Critical mult.: +20.00% Psi when hit: +0.28 Only die when reaching: -80.00 life Maximum hate: +11.00 Mindpower: +18 (+5 eff.) Mental crit. chance: +4% Light radius: +3 A pointy cloth hat, very wizardly... |
| Tool | Samuhek [power 470] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +8.4% Armour: +10 Damage when hit (Melee): 11 acid Changes resistances: +4% physical / +12% fire Only die when reaching: -84.29 life It can be used to summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 566 Armor: 38 All Resist: 20 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | SalusetaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +30 (+8 eff.) Changes stats: +5 Wil Changes resistances: +15% acid / +15% temporal Blindness immunity: +44% Stun/Freeze immunity: +21% Maximum life: +100.00 Maximum mana: +60.00 Infravision radius: +6 See stealth: +21 See invisible: +21 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! |
| On fingers | Ce'Nessra the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes stats: +5 Cun / +8 Mag Changes damage: +12% mind / +3% physical Mental save: +15 (+4 eff.) Confusion immunity: +50% Stun/Freeze immunity: +42% Life regen: +4.00 Maximum stamina: +31.61 Spellpower: +11 (+3 eff.) Rings make your fingers look great! |
| Around waist | HazewrestInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 4 cold Changes stats: +7 Str / +12 Dex / +10 Wil / +13 Cun / +3 Con Changes resistances: +6% cold Changes damage: +15% cold Physical save: +20 (+7 eff.) Spell save: +35 (+11 eff.) Mental save: +20 (+6 eff.) Mental crit. chance: +12% Infravision radius: +2 Size category: +1 A belt that goes around your waist. |
| In main hand | Daimagen (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Changes resistances penetration: +15% darkness Changes damage: +6% blight / +30% darkness Talent granted: +1 Command Staff Mental save: +12 (+4 eff.) Teleport immunity: +21% Vim when firing critical spell: +2.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Dawncast (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +7 Wil / +6 Mag Changes resistances: +30% darkness / +13% all Changes resistances penetration: +13% physical / +17% darkness / +10% arcane Changes damage: +3% blight / +9% physical / +37% darkness / +6% light Mana each turn: +0.29 Psi each turn: +0.34 Maximum mana: +40.00 Maximum hate: +7.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +4% Damage Shield penetration: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Skyreign the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +14 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 acid Changes stats: +5 Wil / +6 Mag Changes resistances: +20% blight / +6% acid / +19% nature / +9% lightning Changes resistances penetration: +15% lightning Changes damage: +21% acid Critical mult.: +30.00% Stealth bonus: +15 Life regen: +11.00 Spell crit. chance: +7% Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Duathelidol the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +10 (+3 eff.) Damage when hit (Melee): 2 acid / 2 fire Changes stats: +4 Wil Changes resistances: +37% darkness / +30% light Changes resistances cap: +6% all Changes resistances penetration: +10% darkness Changes damage: +3% fire Physical save: +18 (+6 eff.) Mental save: +13 (+4 eff.) Blindness immunity: +39% Confusion immunity: +21% Mindpower: +14 (+4 eff.) Amulets make your neck look great! |
Inventory
regeneration infusion of the wizard (heal 591; 14 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 591 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 7; phase 25; cd 11)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: 11 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 25%, your defense is increased by 25 and all your resistances by 25%. 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 148; 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 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 148 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 sneak (absorb 648; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 648 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
FilthwardInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 nature Changes stats: +5 Dex / +6 Cun / +8 Con Changes resistances: +3% acid / +19% fire / +18% cold Changes resistances penetration: +25% nature Changes damage: +12% nature Physical save: +10 (+4 eff.) Life regen: +8.00 Stamina each turn: +0.90 Maximum life: +46.00 Movement speed: +10% Amulets make your neck look great! |
Frostfurnace =6 con=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Changes stats: +1 Str / +2 Dex / +6 Con Changes damage: +12% cold Talent masteries: +0.16 Technique / Combat training +0.16 Demented / Horrific body Cut immunity: +20% Amulets make your neck look great! |
Halyroddarand the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +9 Defense: +8 (+2 eff.) Changes stats: +8 Mag Changes resistances: +6% acid Changes resistances cap: +5% all Changes resistances penetration: +10% blight Changes damage: +15% blight / +13% fire Critical mult.: +17.00% Physical save: +16 (+6 eff.) Silence immunity: +20% Life regen: +2.00 Spellpower: +27 (+6 eff.) Amulets make your neck look great! |
ObsidianquillPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 4 darkness Changes stats: +3 Mag / +4 Wil / +4 Cun Changes resistances: +6% darkness Changes damage: +3% darkness Mental save: +8 (+3 eff.) Confusion immunity: +17% Mana each turn: +0.35 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +31.00 Mindpower: +11 (+3 eff.) Amulets make your neck look great! |
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... |
Yveba the MuckspikeInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +7 Lck / +2 Con Changes damage: +3% acid / +18% nature Blindness immunity: +10% Infravision radius: +4 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Zedas the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Armour: +4 Changes stats: +2 Dex Changes resistances: +5% physical Changes resistances penetration: +5% acid Stamina each turn: +1.30 Amulets make your neck look great! |
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. |
stralite amulet 'Eclipseriver'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Damage (Melee): 12 light / 9 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 28% * 9% chance to blind Changes stats: +7 Mag Changes resistances penetration: +20% darkness / +5% blight Changes damage: +11% light / +9% darkness Critical mult.: +18.00% Spell save: +3 (+1 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Amulets make your neck look great! |
stralite amulet 'Rainknight'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 8 cold Changes stats: +3 Mag Changes resistances penetration: +10% cold Changes damage: +6% darkness / +6% temporal / +6% light / +6% physical Talent masteries: +0.34 Demented / Beyond sanity +0.34 Demented / Horrific body Life regen: +2.00 Maximum mana: +20.00 Maximum vim: +40.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +8% Amulets make your neck look great! |
wanderer's gold amulet of vision =6 con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +6 Con Blindness immunity: +16% Life regen: +3.00 Stamina each turn: +0.80 Infravision radius: +4 Sight radius: +2 See invisible: +7 Movement speed: +10% Amulets make your neck look great! |
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. |
Abyssreaper the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Damage when hit (Melee): 10 mind Changes stats: +5 Str / +8 Dex / +5 Wil Changes resistances: +18% fire Changes damage: +9% blight Critical mult.: +10.00% Mana each turn: +0.08 Vim when firing critical spell: +2.07 Spellpower: +13 (+3 eff.) Mindpower: +13 (+3 eff.) Rings make your fingers look great! |
Abysstickler the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +30% fire / +5% arcane / +15% nature Changes resistances penetration: +20% arcane Changes damage: +18% temporal / +21% arcane / +30% fire Spell save: +20 (+7 eff.) Rings make your fingers look great! |
Balyldir the FirewhisperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +9% mind / +22% cold Changes damage: +3% fire / +11% cold Mental save: +3 (+1 eff.) Cut immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Biregostir the GlowpythonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 43% Damage when hit (Melee): 10 light Changes resistances: +24% cold Changes resistances penetration: +25% darkness / +20% light Changes damage: +12% light Stun/Freeze immunity: +38% Life regen: +6.00 Rings make your fingers look great! |
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. |
FalimasInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +36% lightning / +11% nature / +10% blight Changes damage: +18% lightning / +12% arcane / +9% mind Critical mult.: +10.00% Mental save: +15 (+4 eff.) Poison immunity: +27% Disease immunity: +24% Confusion immunity: +27% Spell crit. chance: +7% Rings make your fingers look great! |
HazewinnowCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Damage when hit (Melee): 2 blight Changes resistances: +9% blight Changes resistances penetration: +25% cold Changes damage: +9% blight / +9% cold / +7% all Mental save: +13 (+4 eff.) Disarm immunity: +38% Confusion immunity: +50% Pinning immunity: +45% Knockback immunity: +50% Maximum life: +50.00 Spellpower: +18 (+4 eff.) Mindpower: +18 (+5 eff.) Rings make your fingers look great! |
Isunne the GlintschismInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +40% acid / +15% mind / +18% light Changes resistances penetration: +10% mind / +25% light Changes damage: +20% acid Rings make your fingers look great! |
Ivunor the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +3% darkness Physical save: +9 (+3 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! |
Oliregorig the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +22% acid Changes resistances penetration: +10% physical Changes damage: +11% acid Critical mult.: +5.00% Maximum stamina: +10.00 Rings make your fingers look great! |
Phlegmslicer the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +9 Physical power: +15 (+2 eff.) Changes stats: +7 Str Changes resistances: +12% nature Changes damage: +21% temporal Blindness immunity: +49% Stamina each turn: +3.00 Maximum stamina: +31.03 Infravision radius: +5 See stealth: +25 See invisible: +25 Rings make your fingers look great! |
Ravenrage =oop=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 12 light Damage when hit (Melee): 2 darkness Changes stats: +3 Wil / +2 Mag Changes damage: +11% light / +9% darkness Maximum hate: +4.00 Mental crit. chance: +1% 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! |
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 (+3 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 War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Salara =blind=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +7 Cun / +3 Mag Blindness immunity: +38% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Mindpower: +20 (+5 eff.) Infravision radius: +5 See stealth: +17 See invisible: +17 Rings make your fingers look great! |
Urtheragar the EclipsevortexPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +16 Defense: +30 (+8 eff.) Changes stats: +4 Con Changes resistances: +22% darkness Changes damage: +20% darkness Rings make your fingers look great! |
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 20.33 cold and 21.57 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. |
Velewe the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Psi when hit: +0.04 Maximum psi: +10.00 Spellpower: +7 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +10 Defense: +13 (+3 eff.) Stun/Freeze immunity: +30% 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Hettidan'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +10 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +2 Cun / +5 Wil Changes resistances penetration: +10% mind Changes damage: +3% mind / +6% all Mental save: +22 (+6 eff.) Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Movement speed: +15% 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! |
psionicist's stralite ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 22 light Damage (Ranged): 26 light Changes stats: +5 Wil / +5 Mag Changes damage: +12% light Mental save: +10 (+3 eff.) Rings make your fingers look great! |
solipsist's steel ring of arcana (+0.13/turn) =5 cun=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Silence immunity: +24% Mana each turn: +0.13 Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
stralite ring 'Shocktrail' =7 con silence=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Physical power: +9 (+1 eff.) Defense: +15 (+4 eff.) Damage when hit (Melee): 4 blight Changes stats: +6 Str / +7 Con Changes resistances penetration: +5% lightning Changes damage: +18% lightning / +9% blight Silence immunity: +42% Mana each turn: +0.20 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Smearkiller'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +10 Wil Changes resistances penetration: +5% nature Mental save: +12 (+4 eff.) Disarm immunity: +40% Pinning immunity: +25% Knockback immunity: +34% Life regen: +11.00 Maximum life: +90.00 Maximum hate: +4.00 Maximum psi: +30.00 Healing mod.: +13% Rings make your fingers look great! |
voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Stun/Freeze immunity: +60% Mindpower: +12 (+3 eff.) Rings make your fingers look great! |
voratun ring 'Ivildavena'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +17 Changes stats: +2 Str / +5 Dex / +8 Mag / +7 Wil Changes damage: +9% acid / +12% physical Mental save: +14 (+4 eff.) Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Awakened Staff of Absorption (60-72 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. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 119 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." |
Blindkiss (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness Changes resistances penetration: +20% darkness / +10% fire Changes damage: +30% darkness Talent granted: +1 Command Staff Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +20% Talent on hit(spell): Lightning (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
Emalle (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 39 arcane Changes stats: +5 Wil / +5 Mag Changes resistances: +9% mind / +6% temporal Changes resistances penetration: +10% acid / +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Disarm immunity: +20% Maximum life: +60.00 Maximum mana: +192.00 Spellpower: +35 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Falerain (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes damage: +30% arcane Talent granted: +1 Command Staff Pinning immunity: +20% Mana each turn: +0.37 Only die when reaching: -20.00 life Maximum life: +60.00 Maximum mana: +121.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+7 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
dragonbone starstaff 'Boltsin' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +8.0% Physical power: +15 (+2 eff.) Damage (Melee): 30 fire Changes stats: +7 Con Changes resistances: +6% arcane Changes resistances penetration: +5% lightning Changes damage: +17% lightning / +18% arcane / +30% darkness Talent granted: +1 Command Staff Critical mult.: +38.00% Life regen: +1.80 Spellpower: +41 (+9 eff.) Spell crit. chance: +8% See invisible: +13 Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Ravenwaker' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 18 fire Changes resistances: +12% darkness Changes resistances penetration: +10% cold Changes damage: +33% darkness Talent granted: +1 Command Staff Critical mult.: +19.00% Mana each turn: +0.32 Maximum mana: +79.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +5% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
enhanced voratun waraxe (39-55 power, 6 apr) =11 con=Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +11 Dex / +12 Mag / +13 Wil / +13 Cun / +11 Con One-handed war axes. |
Emblem of Evasion =10 cun=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 24/30) : Effective talent level: 4.0 Power cost: 18 out of 24/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
EmoldatiraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +4 Wil / +4 Cun Changes resistances: +9% blight / +6% light Changes damage: +3% physical Damage against: +19% Summoned Reduced damage from: +18% Summoned Only die when reaching: -60.00 life A belt that goes around your waist. |
Isimina the WoewishPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 6 darkness / 8 temporal Changes resistances: +12% darkness / +15% temporal Changes resistances penetration: +25% darkness Maximum life: +130.00 Maximum mana: +77.00 Maximum stamina: +60.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +28.00 Maximum pos.energy: +37.00 Maximum neg.energy: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Kodin the NaturewindPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes stats: +8 Mag / +7 Wil Changes resistances: +12% lightning Changes damage: +6% nature Spell save: +6 (+2 eff.) Disease immunity: +20% Maximum life: +100.00 Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Yvimiwyn the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +1 Con Changes resistances: +5% lightning / +6% temporal Changes damage: +3% physical A belt that goes around your waist. |
Amulin the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +2 Cun Changes resistances: +6% acid Changes resistances penetration: +10% acid Physical save: +6 (+2 eff.) Equilibrium when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brodomnir the elven-silk cloak (3 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Changes resistances: +44% temporal / +27% darkness / +21% cold Changes resistances penetration: +12% arcane Changes damage: +23% arcane Critical mult.: +28.00% Spell save: +3 (+1 eff.) Maximum mana: +67.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +8% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +28% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Glawyn (2 def, 0 armour) =4 cun=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Changes damage: +6% mind / +12% physical Mental save: +15 (+4 eff.) Stamina each turn: +3.00 Equilibrium when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Porowyn the Jetwrest (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 43% Damage when hit (Melee): 10 cold Changes resistances: +12% acid / +6% cold / +6% darkness Changes resistances penetration: +25% darkness Changes damage: +12% acid Physical save: +7 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rimehue the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 62% Changes resistances: +6% acid / +6% light Changes damage: +12% darkness / +18% cold Spell save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Hazeshaper' (18 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Damage when hit (Melee): 4 blight Changes stats: +4 Str / +2 Wil / +4 Con Changes resistances penetration: +15% cold Changes damage: +6% arcane Physical save: +26 (+9 eff.) Mental save: +11 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -50.00 life Maximum vim: +40.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +11% darkness / +13% temporal Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Birig the woollen robe (0 def, 14 armour) =5 con=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +14 Changes stats: +3 Dex / +5 Con Changes resistances: +16% temporal / +9% all Changes damage: +16% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleambloom the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +6% light / +15% all Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +15% light / +19% all Mana each turn: +0.59 Psi each turn: +0.28 Maximum mana: +71.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lighthunt the cashmere robe (17 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Defense: +17 (+4 eff.) Changes stats: +3 Mag Changes resistances: +11% all Changes resistances penetration: +5% temporal / +7% physical Changes damage: +8% temporal / +12% light / +10% physical Physical save: +18 (+6 eff.) Mana each turn: +0.10 Maximum mana: +60.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +7% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisirann (0 def, 8 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Changes stats: +7 Str / +6 Mag / +8 Wil Changes resistances: +10% lightning / +3% physical / +17% blight / +48% cold / +15% all Changes damage: +24% lightning / +28% physical / +53% cold Life regen: +2.80 Stamina each turn: +1.00 Maximum life: +100.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+4 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 70.80 to 88.50 physical damage (based on Willpower and Cunning) with knockback Activation costs 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 267 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Cyrelemina the pair of voratun boots (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +3 Mag / +8 Wil / +6 Cun Changes resistances: +1% physical Physical save: +14 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +14 (+4 eff.) Blindness immunity: +21% Cut immunity: +20% Disarm immunity: +20% Confusion immunity: +10% Stamina each turn: +1.30 Only die when reaching: -20.00 life Maximum stamina: +23.00 It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorymibeth (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Dex Changes resistances: +6% mind Changes resistances penetration: +15% physical Only die when reaching: -60.00 life Maximum stamina: +20.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Malyduleg the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Changes resistances: +6% blight / +14% fire / +14% cold Changes resistances penetration: +5% mind Mental save: +6 (+2 eff.) Silence immunity: +44% Confusion immunity: +46% Stun/Freeze immunity: +45% Stamina each turn: +1.10 Maximum stamina: +40.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% A pair of boots made of leather. |
Mayenn the Starsmash (0 def, 3 armour) =giga spellpowert=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% light Changes resistances penetration: +15% arcane Critical mult.: +15.00% Spellpower: +38 (+8 eff.) Spell crit. chance: +7% A pair of boots made of leather. |
Porenor the pair of hardened leather boots (10 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Fatigue: -6% Changes resistances: +9% mind Reduces incoming crit damage: 5.00% Cut immunity: +20% Stamina each turn: +0.50 Maximum life: +121.00 Movement speed: +10% A pair of boots made of leather. |
Stargrinder the pair of hardened leather boots (0 def, 3 armour) =9 dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +9 Dex / +3 Cun / +8 Lck Changes damage: +6% mind Stealth bonus: +9 Light radius: +2 Infravision radius: +3 A pair of boots made of leather. |
Xanaldara the Blindstrider (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +5 Mag / +11 Wil Changes resistances: +12% light / +6% temporal Silence immunity: +43% Confusion immunity: +35% Stun/Freeze immunity: +46% Mana each turn: +0.31 Maximum mana: +57.00 Spell crit. chance: +5% Light radius: +3 See invisible: +12 It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 15 turns. A pair of boots made of leather. |
Xanymitira the Radianceedge (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 light Changes resistances: +6% light / +3% blight / +9% fire / +5% arcane / +6% cold Changes resistances penetration: +5% nature Only die when reaching: -20.00 life A pair of boots made of leather. |
eldritch pair of hardened leather boots of void walking (0 def, 3 armour) =oop pen=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +3 Wil Changes resistances: +18% darkness / +11% temporal Changes resistances penetration: +13% darkness / +14% temporal Mana each turn: +0.40 Maximum mana: +25.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% A pair of boots made of leather. |
pair of drakeskin leather boots 'Amidan' (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -10% Changes stats: +5 Str / +2 Mag / +6 Con Changes resistances: +13% acid / +27% fire / +12% lightning / +24% cold Maximum encumbrance: +50 Physical save: +12 (+4 eff.) See invisible: +9 A pair of boots made of leather. |
pair of dwarven-steel boots 'Blizzardwild' (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% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +25% blight Changes damage: +6% cold Mana each turn: +0.24 Mana when firing critical spell: +2.00 Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Getygaldil' (5 def, 3 armour) =stun=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +7 (+1 eff.) Armour: +3 Defense: +5 (+1 eff.) Changes stats: +5 Mag Changes damage: +8% acid / +3% physical / +5% blight Disease immunity: +32% Silence immunity: +26% Confusion immunity: +34% Stun/Freeze immunity: +26% Spellpower: +10 (+2 eff.) Mindpower: +4 (+1 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Relgihor' (20 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +1 Defense: +20 (+5 eff.) Changes resistances: +12% darkness / +11% temporal Changes resistances penetration: +11% temporal / +11% darkness / +10% arcane Changes damage: +9% acid Critical mult.: +10.00% Stamina each turn: +3.00 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Treezephyr, (0 def, 2 armour) =4 dex=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Physical power: +10 (+2 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 4 arcane / 4 nature Changes stats: +3 Str / +4 Dex Changes resistances penetration: +15% nature Changes damage: +6% arcane / +6% nature Physical save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's drakeskin leather gloves of the juggernaut (0 def, 16 armour) =13 con=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +16 Armour Hardiness: +11% Changes stats: +13 Con Changes resistances: +7% physical Physical save: +15 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +39% When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +17 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeryra the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +6 Con Changes resistances: +5% lightning / +6% temporal Changes damage: +6% mind Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
Blindhunger (0 def, 3 armour) =oop=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +7 Wil Changes resistances: +10% blight Changes resistances penetration: +10% light Mental save: +15 (+4 eff.) Stamina when hit: +1.80 Equilibrium when hit: +1.40 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
Chargemire (1 def, 0 armour) =7 cun=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +11 Mag / +9 Wil / +7 Cun Changes resistances: +6% lightning Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
Radhuregosta (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% lightning / +1% physical Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +20% Knockback immunity: +20% Psi each turn: +0.12 Only die when reaching: -40.00 life Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Shadowguile (0 def, 3 armour) =pen dam=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 6 darkness Changes resistances: +6% acid / +10% fire / +11% cold Changes resistances penetration: +20% darkness / +25% acid Changes damage: +30% darkness A cap made of leather. |
Velirin the rough leather cap (0 def, 1 armour) =6 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +1 Cun / +6 Con Changes resistances: +3% lightning Changes damage: +6% mind Stamina each turn: +1.00 A cap made of leather. |
Yaldan Baoth (0 def, 10 armour) =10 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 24 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
iron helm 'Blindzeal' (30 def, 3 armour) =dark pen=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Defense: +30 (+8 eff.) Fatigue: +5% Changes resistances: +7% acid / +6% fire / +6% lightning / +6% cold Changes resistances penetration: +15% darkness Critical mult.: +20.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
1906 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. |
10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dairogas the iron pickaxe (dig speed 30 turns) =6 dex=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +1 Str / +6 Dex / +1 Mag / +1 Wil Changes damage: +15% arcane Light radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Darkwreath the dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes stats: +2 Str Changes resistances penetration: +25% darkness / +10% mind Changes damage: +8% fire / +14% mind / +6% cold Mental save: +6 (+2 eff.) Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Goriderak the Sunusher (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Damage when hit (Melee): 6 fire Changes stats: +3 Str Changes resistances: +14% nature / +8% physical Changes resistances penetration: +10% light Changes damage: +7% nature / +15% light Maximum life: +40.00 Maximum stamina: +28.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Korukan' (dig speed 38 turns) =4 cun=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Cun / +1 Str Changes resistances: +11% nature / +3% acid Changes damage: +6% nature / +6% mind Equilibrium when hit: +0.12 Mindpower: +10 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Cyrogamira =4 cun=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Changes stats: +4 Cun / +2 Str Stamina each turn: +3.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 47.95 cold damage and 50.88 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Elubeth the TundrawendPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +5.0% Armour: +6 Changes resistances: +34% cold / +9% light / +7% temporal Changes resistances penetration: +10% cold Physical save: +12 (+4 eff.) Light radius: +7 Defense after a teleport: +16 Resist all after a teleport: +15% New effects duration reduction after a teleport: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
Salobeth the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 27 fire Changes stats: +2 Str / +2 Dex / +4 Mag Changes resistances: +9% fire Changes resistances penetration: +20% arcane Changes damage: +3% arcane Mental save: +12 (+4 eff.) Mindpower: +11 (+3 eff.) Mental crit. chance: +12% Light radius: +10 Infravision radius: +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Samodugas the Duskglory =7 con=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Wil / +7 Con Changes resistances penetration: +15% darkness Changes damage: +8% mind / +12% light Light radius: +4 Infravision radius: +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 383.75 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Vorisemira the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +3% light / +3% cold Physical save: +6 (+2 eff.) Cut immunity: +20% Light radius: +3 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Tarrisus'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun / +3 Con Changes resistances: +7% blight Changes resistances penetration: +5% mind Critical mult.: +15.00% Blindness immunity: +31% Confusion immunity: +19% Life regen: +9.00 Equilibrium when hit: +0.08 Mental crit. chance: +2% Light radius: +13 See stealth: +11 See invisible: +15 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.2 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
65 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. |
9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire 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 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. |
11 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)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 120 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
stralite torque of psionic shield 'Dazzlepall' [power 107] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +1 Con Changes resistances: +6% light Changes damage: +9% physical Critical mult.: +15.00% It can be used to setup a psionic shield, reducing all damage taken by 107 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 67. Torques are made by powerful psionics to store psionic powers. |
Bleakstreaker the yew totem of healing [power 302] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +6% darkness / +5% physical Changes damage: +18% darkness / +6% blight Only die when reaching: -40.00 life Maximum vim: +30.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 9 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Isasena the yew totem of healing [power 254] (9 cooldown) =stun=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% nature Physical save: +12 (+4 eff.) Poison immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Salydhethra the Strikemaster [power 296] (9 cooldown) =oop=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Con Changes resistances: +12% lightning Changes resistances penetration: +25% temporal See invisible: +12 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 296 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elm totem of healing [power 116] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 9 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
10 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. |
Brodaneg the Cobraresolve [power 560] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 6 blight Changes stats: +5 Wil Changes damage: +9% nature / +15% physical Critical mult.: +41.38% Only die when reaching: -80.00 life It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Emeloda [power 116] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +18% blight Changes resistances penetration: +10% acid Changes damage: +18% mind Equilibrium when hit: +0.04 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (124 total damage) Activation puts all charms on cooldown for 9 turns. When used: * 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. |
Umbrawalker the elven-wood wand of conjuration [power 370] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +15% light / +18% cold Changes resistances penetration: +15% darkness Reduces incoming crit damage: 15.00% Blindness immunity: +20% Cut immunity: +20% Knockback immunity: +20% It can be used to fire a magical bolt dealing 485 cold damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm 'Unriroddador' [power 116] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +10% mind Changes damage: +6% mind Equilibrium when hit: +0.12 Maximum psi: +10.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (124 total damage) Activation puts all charms on cooldown for 9 turns. When used: * 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 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 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. |
8 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. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
4 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. |
3 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. |
4 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. |
12 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. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By HowTentacleWhenSkeleton the Skeleton Writhing One level 36
53rd Regrowth 123rd year of Ascendancy at 23:01 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By HowTentacleWhenSkeleton the Skeleton Writhing One level 50
68th Pyre 124th year of Ascendancy at 21:16 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By HowTentacleWhenSkeleton the Skeleton Writhing One level 35
38th Regrowth 123rd year of Ascendancy at 09:12 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By HowTentacleWhenSkeleton the Skeleton Writhing One level 40
73rd Regrowth 123rd year of Ascendancy at 09:53 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By HowTentacleWhenSkeleton the Skeleton Writhing One level 48
9th Allure 124th year of Ascendancy at 11:30 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By HowTentacleWhenSkeleton the Skeleton Writhing One level 39
69th Regrowth 123rd year of Ascendancy at 16:13 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By HowTentacleWhenSkeleton the Skeleton Writhing One level 19
48th Dusk 122nd year of Ascendancy at 12:51 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By HowTentacleWhenSkeleton the Skeleton Writhing One level 12
10th Dusk 122nd year of Ascendancy at 05:24 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By HowTentacleWhenSkeleton the Skeleton Writhing One level 49
8th Regrowth 124th year of Ascendancy at 13:54 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By HowTentacleWhenSkeleton the Skeleton Writhing One level 37
66th Regrowth 123rd year of Ascendancy at 08:41 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By HowTentacleWhenSkeleton the Skeleton Writhing One level 33
34th Regrowth 123rd year of Ascendancy at 00:01 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By HowTentacleWhenSkeleton the Skeleton Writhing One level 50
70th Dusk 124th year of Ascendancy at 19:56 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By HowTentacleWhenSkeleton the Skeleton Writhing One level 22
56th Dusk 122nd year of Ascendancy at 18:57 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By HowTentacleWhenSkeleton the Skeleton Writhing One level 30
45th Haze 122nd year of Ascendancy at 12:49 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By HowTentacleWhenSkeleton the Skeleton Writhing One level 47
26th Haze 123rd year of Ascendancy at 10:20 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By HowTentacleWhenSkeleton the Skeleton Writhing One level 50
67th Dusk 124th year of Ascendancy at 19:15 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By HowTentacleWhenSkeleton the Skeleton Writhing One level 49
9th Regrowth 124th year of Ascendancy at 06:09 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By HowTentacleWhenSkeleton the Skeleton Writhing One level 31
5th Regrowth 123rd year of Ascendancy at 07:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By HowTentacleWhenSkeleton the Skeleton Writhing One level 10
3rd Flare 122nd year of Ascendancy at 22:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By HowTentacleWhenSkeleton the Skeleton Writhing One level 20
48th Dusk 122nd year of Ascendancy at 16:50 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By HowTentacleWhenSkeleton the Skeleton Writhing One level 30
43rd Haze 122nd year of Ascendancy at 08:45 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By HowTentacleWhenSkeleton the Skeleton Writhing One level 40
71st Regrowth 123rd year of Ascendancy at 18:17 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By HowTentacleWhenSkeleton the Skeleton Writhing One level 50
9th Regrowth 124th year of Ascendancy at 06:09 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By HowTentacleWhenSkeleton the Skeleton Writhing One level 50
14th Dusk 124th year of Ascendancy at 13:32 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By HowTentacleWhenSkeleton the Skeleton Writhing One level 50
72nd Regrowth 124th year of Ascendancy at 12:48 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By HowTentacleWhenSkeleton the Skeleton Writhing One level 18
45th Dusk 122nd year of Ascendancy at 04:07 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By HowTentacleWhenSkeleton the Skeleton Writhing One level 50
4th Pyre 124th year of Ascendancy at 03:56 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By HowTentacleWhenSkeleton the Skeleton Writhing One level 25
76th Dusk 122nd year of Ascendancy at 23:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By HowTentacleWhenSkeleton the Skeleton Writhing One level 14
22nd Dusk 122nd year of Ascendancy at 22:26 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By HowTentacleWhenSkeleton the Skeleton Writhing One level 38
66th Regrowth 123rd year of Ascendancy at 13:38 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By HowTentacleWhenSkeleton the Skeleton Writhing One level 50
70th Dusk 124th year of Ascendancy at 19:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By HowTentacleWhenSkeleton the Skeleton Writhing One level 11
5th Flare 122nd year of Ascendancy at 11:18 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By HowTentacleWhenSkeleton the Skeleton Writhing One level 50
14th Dusk 124th year of Ascendancy at 16:38 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By HowTentacleWhenSkeleton the Skeleton Writhing One level 30
43rd Haze 122nd year of Ascendancy at 09:07 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By HowTentacleWhenSkeleton the Skeleton Writhing One level 28
17th Haze 122nd year of Ascendancy at 22:34 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By HowTentacleWhenSkeleton the Skeleton Writhing One level 50
70th Dusk 124th year of Ascendancy at 19:56 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By HowTentacleWhenSkeleton the Skeleton Writhing One level 39
70th Regrowth 123rd year of Ascendancy at 20:49 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By HowTentacleWhenSkeleton the Skeleton Writhing One level 11
7th Flare 122nd year of Ascendancy at 02:52 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By HowTentacleWhenSkeleton the Skeleton Writhing One level 42
26th Pyre 123rd year of Ascendancy at 10:24 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By HowTentacleWhenSkeleton the Skeleton Writhing One level 21
56th Dusk 122nd year of Ascendancy at 01:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By HowTentacleWhenSkeleton the Skeleton Writhing One level 16
33rd Dusk 122nd year of Ascendancy at 15:42 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By HowTentacleWhenSkeleton the Skeleton Writhing One level 35
37th Regrowth 123rd year of Ascendancy at 15:48 see stats
Log
HowTentacleWhenSkeleton tries to evade attacks.
HowTentacleWhenSkeleton is no longer evading attacks.
HowTentacleWhenSkeleton activates his Emblem of Evasion!
HowTentacleWhenSkeleton tries to evade attacks.
HowTentacleWhenSkeleton is no longer evading attacks.
HowTentacleWhenSkeleton activates his Emblem of Evasion!
HowTentacleWhenSkeleton tries to evade attacks.
HowTentacleWhenSkeleton is no longer evading attacks.
HowTentacleWhenSkeleton activates his Emblem of Evasion!
HowTentacleWhenSkeleton tries to evade attacks.
HowTentacleWhenSkeleton is no longer evading attacks.
HowTentacleWhenSkeleton activates his Emblem of Evasion!
HowTentacleWhenSkeleton tries to evade attacks.
HowTentacleWhenSkeleton is no longer evading attacks.
HowTentacleWhenSkeleton activates his Emblem of Evasion!
HowTentacleWhenSkeleton tries to evade attacks.
HowTentacleWhenSkeleton is no longer evading attacks.
HowTentacleWhenSkeleton activates his Emblem of Evasion!
HowTentacleWhenSkeleton tries to evade attacks.
HowTentacleWhenSkeleton is no longer evading attacks.
Rested for 260 turns.
HowTentacleWhenSkeleton activates his Emblem of Evasion!
HowTentacleWhenSkeleton tries to evade attacks.
HowTentacleWhenSkeleton is no longer evading attacks.
HowTentacleWhenSkeleton wears (replacing Emblem of Evasion =10 cun=): Hazewrest.
HowTentacleWhenSkeleton casts Rune: Dissipation.























































































































































































