










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 50 / 2553% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 108 (base 62) |
| Dexterity | 95 (base 50) |
| Constitution | 90 (base 55) |
| Magic | 23 (base 7) |
| Willpower | 112 (base 60) |
| Cunning | 44 (base 8) |
Resources
| Life | 2112/2112 |
| Stamina | 452/452 |
| Equilibrium | 50 |
| Healing Factor | 2.2118158716397 |
| Regeneration | 30.000178680204 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +50% |
| Spell | 0% |
| Global | +109% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10.54964786986 |
| See Stealth | 21 |
| See Invisible | 42 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
| Damage | 179 |
| Accuracy | 90 |
| Crit Chance | 80% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9.6666666666667 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +39% |
| Light | +29% |
| Nature | +65% |
| Arcane | +35% |
| Fire | +23% |
| All | +20% |
Offense: Damage Penetration
| Lightning | +53% |
| Light | +27% |
| Cold | +37% |
| Nature | +37% |
| Physical | +32% |
| Fire | +28% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 177.72017142293 (100%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 30 |
| Physical Save | 65 |
| Spell Save | 79 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 32%( 70%) |
| All | + 20%( 70%) |
| Physical | + 28%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 63%( 70%) |
| Temporal | + 45%( 70%) |
| Mind | + 40%( 70%) |
| Darkness | + 48%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Pinning Resistance | 34% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 30% |
| Blind Resistance | 0% |
| Teleport Resistance | 0% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 82% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 513 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 281 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.94 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Warcries | 1.60 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Battle tactics | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield defense | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.90 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.44 |
| 1/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Elemental Harmony |
| talent | Shield Wall |
| talent | Antimagic Shield |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ 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 Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2151. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | dreamer's pair of drakeskin leather boots of strife (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Wil / +4 Cun / +4 Con Changes resistances penetration: +5% physical Physical save: +10 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +11 (+3 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Glarianne the dwarven lanternInfused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Physical crit. chance: +1.0% Changes stats: +6 Con Changes resistances: +3% all Changes resistances penetration: +15% physical / +12% all Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Stamina each turn: +3.67 Only die when reaching: -40.00 life Light radius: +7 See stealth: +21 See invisible: +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Glalle (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +5 Fatigue: +5% Changes stats: +10 Str / +17 Dex / +13 Lck Changes resistances: +5% arcane Changes damage: +15% arcane Critical mult.: +15.00% Spell crit. chance: +7% Mental crit. chance: +7% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 966.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+3 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 218.70 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | voratun Goedalath Rock ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +18 Damage when hit (Melee): 4 light / 34 darkness Changes stats: +9 Str Changes resistances: +15% blight / +15% nature / +12% light / +32% acid Changes resistances penetration: +5% light Changes damage: +16% acid / +9% light / +9% all Grants telepathy: Demon/Major Demon/Minor Poison immunity: +30% Disease immunity: +27% Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings make your fingers look great! |
| On fingers | 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 (+3 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. |
| Around neck | Cyroda the KilnwildInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 15% Changes stats: +13 Lck Changes resistances: +15% fire / +17% temporal Changes damage: +3% acid / +3% fire Talent masteries: +0.34 Technique / Combat veteran +0.34 Wild-gift / Harmony Pinning immunity: +34% Knockback immunity: +28% Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
| In main hand | Cuthirek the Splendourmalice (41-57 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +35 lightning / +28 cold / +89 fire When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +17.0% Physical power: +15 (+4 eff.) Armour: +4 Changes stats: +2 Cun / +2 Mag Changes resistances penetration: +21% lightning / +25% cold / +10% light / +16% fire Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Stamina each turn: +3.00 Global speed: +9% Movement speed: +50% One-handed war axes. |
| Around waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | ok (0 def, 18 armour, 74-89 power, 288.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.5 - 89.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +288 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +24 (+5 eff.) Physical crit. chance: +18.0% Physical power: +15 (+4 eff.) Armour: +18 Fatigue: +8% Damage (Melee): 33 cold Damage when hit (Melee): 20 ice Changes stats: +12 Str / +8 Dex / +6 Wil / +2 Cun Changes resistances penetration: +20% lightning Talent granted: +1 Block Infravision radius: +4 See invisible: +9 Handheld deflection devices. |
| Cloak | battlemaster's cashmere cloak of fog (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +1 Str / +3 Dex / +3 Con Changes resistances: +12% light / +16% fire Talent mastery: +0.30 Technique / Combat training Stealth bonus: +10 Spell save: +6 (+1 eff.) Stamina each turn: +0.80 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 17 Armour, 25 Defense and your attacks will gain 32% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
movement infusion of the duelist (speed 852%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 852% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 23%; mental, magical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 18%; physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 38%; mental, physical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 38%; magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 30%; magical, physical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 33%; magical, physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 34%; magical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 37%; mental; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 22%; mental, physical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
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! |
HealriverInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Damage when hit (Melee): 2 mind Changes stats: +3 Dex Changes resistances: +3% lightning Changes resistances penetration: +15% lightning / +5% nature 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... |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Lightningusher =resists=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% lightning / +3% temporal / +11% light / +3% blight / +3% fire / +3% nature / +12% darkness Blindness immunity: +20% Amulets make your neck look great! |
mindweaver's steel amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +6 (+2 eff.) Blindness immunity: +11% Confusion immunity: +12% Mindpower: +7 (+2 eff.) Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
GalehashCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances penetration: +20% lightning Life regen: +1.00 Light radius: +3 Infravision radius: +3 See invisible: +6 Amulets make your neck look great! |
gold amulet 'Salyba'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 8 mind / 8 blight Changes stats: +3 Str / +5 Dex / +5 Cun / +11 Con Life regen: +4.00 Amulets make your neck look great! |
restful gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +1.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 323 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
savior's gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +19 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +12% Infravision radius: +2 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
vitalizing gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Con Physical save: +7 (+1 eff.) Life regen: +3.00 Maximum life: +45.00 Amulets make your neck look great! |
vitalizing gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil / +4 Con Physical save: +6 (+1 eff.) Life regen: +2.00 Maximum life: +46.00 Amulets make your neck look great! |
PitchbloomInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 22% chance to reduce damage dealt by 29% Changes stats: +6 Cun Changes resistances: +22% darkness Changes resistances penetration: +28% cold Reduces incoming crit damage: 16.77% Light radius: +3 Infravision radius: +3 Amulets make your neck look great! |
stabilizing stralite amulet of dexterity (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Dex Changes resistances: +18% temporal Pinning immunity: +41% Knockback immunity: +32% Amulets make your neck look great! |
Hazestone the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +14 Changes stats: +3 Cun / +3 Wil Changes resistances: +9% cold Critical mult.: +14.00% Mental save: +6 (+2 eff.) Cut immunity: +10% Silence immunity: +20% Amulets make your neck look great! |
SepsisstalkerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes resistances penetration: +15% blight Changes damage: +9% physical / +6% arcane / +6% nature Spell save: +9 (+2 eff.) Blindness immunity: +65% Mana when firing critical spell: +2.04 Spellpower: +20 (+3 eff.) Infravision radius: +15 Sight radius: +4 See invisible: +25 Combat speed: +10% Amulets make your neck look great! |
insulating voratun amulet of mastery (0.40 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +23% fire / +18% cold Talent mastery: +0.40 Technique / Combat training Amulets make your neck look great! |
vitalizing voratun amulet of perfection (0.40 Technique / Superiority,0.40 Wild-gift / Antimagic)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Talent masteries: +0.40 Technique / Superiority +0.40 Wild-gift / Antimagic Physical save: +10 (+2 eff.) Life regen: +9.00 Maximum life: +49.00 Amulets make your neck look great! |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
voratun amulet 'Skyfist'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +14% physical / +9% fire Changes resistances penetration: +15% temporal Spell save: +9 (+2 eff.) Blindness immunity: +20% Knockback immunity: +20% Stamina each turn: +1.00 Only die when reaching: -80.00 life Maximum life: +100.00 Amulets make your neck look great! |
wanderer's voratun amulet of magic (+9)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +9 Dex / +5 Mag / +6 Cun / +8 Con Life regen: +3.00 Stamina each turn: +1.00 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 10 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. |
gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
AirsmasherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +26% cold / +15% light Changes resistances penetration: +20% light / +10% lightning Changes damage: +6% lightning / +13% cold / +15% nature Rings make your fingers look great! |
FesterspawnerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes stats: +2 Con Changes resistances: +6% lightning / +3% cold / +6% temporal Changes damage: +9% nature Spell save: +11 (+2 eff.) Maximum stamina: +20.00 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 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gladiator's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +5 Con Life regen: +7.00 Maximum life: +51.00 Healing mod.: +13% Rings make your fingers look great! |
rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +22% Life regen: +1.00 Rings make your fingers look great! |
savage's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Changes stats: +2 Con Spell save: +11 (+2 eff.) Maximum stamina: +14.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 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 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. Rings make your fingers look great! |
warrior's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Armour: +8 Defense: +8 (+2 eff.) Changes stats: +4 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 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 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. Rings make your fingers look great! |
gold ruby ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +10 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +9 Con Changes resistances: +18% acid / +15% fire / +13% lightning / +16% cold Rings make your fingers look great! |
gold ruby ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +7% nature / +10% blight Poison immunity: +13% Disease immunity: +15% Life regen: +9.00 Maximum life: +61.00 Healing mod.: +13% Rings make your fingers look great! |
gold ruby ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +8 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +10 Con Rings make your fingers look great! |
warrior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Life regen: +8.00 Maximum life: +52.00 Healing mod.: +13% Rings make your fingers look great! |
Barktrial the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 5 * 21% chance to slow global speed by 64% * 21% chance to reduce all saves and defense by 36 Damage when hit (Melee): 10 blight / 6 nature / 8 mind / 4 darkness Changes stats: +7 Mag / +8 Wil Changes resistances: +12% nature Changes resistances penetration: +5% blight Spellpower: +12 (+2 eff.) Rings make your fingers look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
ChargevalorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +12% nature / +36% cold Changes resistances penetration: +15% lightning / +20% mind Changes damage: +34% lightning / +18% cold Critical mult.: +22.36% Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Rings make your fingers look great! |
Darktouch the stralite ring =immunities=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 10 nature Changes damage: +30% fire / +12% light / +24% darkness Disarm immunity: +36% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +42.00 Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
stralite Windborne Azurite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +1 Physical crit. chance: +3.0% Changes stats: +16 Cun / +16 Dex Changes resistances: +10% nature / +12% blight Changes resistances penetration: +15% arcane Changes damage: +20% lightning Damage affinity(heal): +20% lightning Physical save: +3 (+0 eff.) Poison immunity: +22% Disease immunity: +23% Disarm immunity: +40% Pinning immunity: +34% Knockback immunity: +44% Only die when reaching: -80.00 life Maximum life: +44.00 Maximum stamina: +30.00 Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
stralite fire opal ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +15 Physical crit. chance: +5.0% Defense: +15 (+4 eff.) Effects on melee hit: * 21% chance to slow global speed by 64% Changes stats: +2 Str / +8 Dex / +9 Cun Changes resistances penetration: +5% nature Changes damage: +12% arcane / +10% all Reduces incoming crit damage: 15.00% Life regen: +11.00 Maximum life: +66.00 Spell crit. chance: +5% Mental crit. chance: +5% See invisible: +6 Healing mod.: +17% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 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 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. Rings make your fingers look great! |
stralite ring 'Zubidatta'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +13 Str / +4 Dex / +4 Wil / +6 Con Changes damage: +12% acid Reduces incoming crit damage: 15.00% Physical save: +12 (+3 eff.) Rings make your fingers look great! |
Dourreign the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Damage when hit (Melee): 10 darkness / 10 cold Changes stats: +9 Str Changes resistances penetration: +25% darkness Changes damage: +30% blight / +18% temporal Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
XerelravenaCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 17% chance to reduce all saves and defense by 36 Damage (Melee): 32 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 36 Damage (Ranged): 35 physical Changes stats: +6 Cun / +3 Wil Changes resistances: +3% cold / +3% physical Physical save: +18 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +17 (+4 eff.) Disease immunity: +20% Life regen: +2.00 Hate when firing a critical mind attack: +4.00 Maximum hate: +10.00 Maximum psi: +20.00 Movement speed: +24% Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings make your fingers look great! |
gladiator's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +13 (+3 eff.) Defense: +11 (+3 eff.) Changes stats: +8 Str / +8 Con Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.2 Power cost: 40 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 31% for 5 turns. Rings make your fingers look great! |
treant's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% nature / +15% blight Poison immunity: +17% Disease immunity: +21% Rings make your fingers look great! |
voratun ring 'Glacierhue'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Damage when hit (Melee): 6 acid / 6 blight Changes stats: +8 Str / +7 Con Changes resistances: +6% blight / +40% light / +28% darkness Changes resistances penetration: +10% cold Changes damage: +9% blight / +20% light / +14% darkness Rings make your fingers look great! |
voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +11.00 Maximum life: +61.00 Healing mod.: +18% Rings make your fingers look great! |
voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 36 Damage (Melee): 31 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 36 Damage (Ranged): 15 physical Changes stats: +6 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings make your fingers look great! |
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: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 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 200 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." |
Poltergeist's Everpyre Blade (38-53 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Butcher (48-67 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ashtrencher (40-56 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 64% On weapon crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 fire When wielded/worn: Accuracy: +38 (+8 eff.) Armour penetration: +14 Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +3% darkness / +9% blight / +5% arcane / +3% lightning Changes resistances penetration: +13% all Disarm immunity: +50% One-handed war axes. |
Nimbusbliss the voratun waraxe (40-57 power, 6 apr) =acid splash=Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 22% chance to reduce all saves and defense by 36 Damage (Melee): +19 mind Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +12 acid When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +6% lightning Changes resistances penetration: +15% acid / +15% mind Changes damage: +3% lightning Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Blightstopper (18 def, 12 armour, 52-62 power, 240 block)Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+5 eff.) Disease immunity: +60% It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 74.30 to 92.88 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
reinforced voratun shield of winter (0 def, 17 armour, 66-79 power, 249 block) =aoe=Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +249 Damage (Melee): +25 cold When wielded/worn: Armour: +17 Fatigue: +8% On shield block: * Deals 207 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +4 Wil Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
scouring voratun shield of earthen fury (0 def, 17 armour, 68-82 power, 201 block)Requires: - Shield usage training - Strength 48 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +201 On weapon hit: * Deal physical damage equal to your armor (178) When wielded/worn: Armour: +17 Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 14 acid / 15 nature Effects when hit in melee: * 12 arcane resource burn Changes stats: +5 Con Changes resistances: +13% acid / +8% nature Talent granted: +1 Block Handheld deflection devices. |
Nerassra (5 def, 15 armour) =water=Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +4 Mag / +5 Wil / +8 Cun Changes resistances: +13% acid / +15% cold Changes damage: +6% blight / +6% temporal Allows you to breathe in: water Mental save: +24 (+6 eff.) Life regen: +10.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +80.00 Healing mod.: +20% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A suit of armour made of mail. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Getimarain the Chillspiker =nice=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes resistances: +3% temporal / +5% arcane / +12% cold Critical mult.: +11.00% Confusion immunity: +10% Life regen: +4.00 Maximum life: +100.00 A belt that goes around your waist. |
noble's hardened leather belt of recklessness =damage belt=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +5 Cun / +6 Wil Damage against: +23% Summoned Reduced damage from: +27% Summoned Critical mult.: +8.00% A belt that goes around your waist. |
reinforced hardened leather belt of valiance =tank=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes stats: +3 Wil Physical save: +13 (+3 eff.) Mental save: +8 (+2 eff.) Maximum life: +56.00 A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+4 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Wanderer's Rest (4 def, 0 armour) =jump=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Oozekin' (0 def, 4 armour) =stamboots=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +1 Dex Changes resistances: +5% physical Stamina each turn: +3.00 Only die when reaching: -20.00 life Infravision radius: +2 A pair of boots made of leather. |
Cyruyamina the pair of dwarven-steel boots (0 def, 8 armour) =rush=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +18% darkness Mental save: +6 (+2 eff.) Disease immunity: +20% Pinning immunity: +20% Life regen: +4.00 Maximum life: +60.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 4.8 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Hathymadedas' (0 def, 4 armour) =saves=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Wil / +4 Cun / +12 Con Changes resistances: +2% physical Physical save: +23 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -40.00 life Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beladar the Stormstoker (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Damage when hit (Melee): 6 fire Changes resistances: +18% lightning / +39% fire / +15% cold Changes resistances penetration: +25% lightning / +15% mind Confusion immunity: +20% Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
hardened leather gloves of the nighthunter (0 def, 2 armour) =sense=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +2 Changes stats: +2 Cun Changes resistances: +8% darkness Infravision radius: +1 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +8 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str 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. |
cinder drakeskin leather gloves of the verdant (0 def, 3 armour) =antimagic rider=Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 13 fire Changes resistances: +11% blight / +8% fire / +11% darkness / +12% arcane Changes damage: +3% fire Damage affinity(heal): +11% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +8 (+2 eff.) When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 40% Cun, 40% Dex, 40% Str 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: Fire Breath (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Damage (radius 2) on crit: +5 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of the juggernaut (0 def, 3 armour) =disarm=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Con Physical save: +18 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +42% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Cun, 40% Dex, 40% Str 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: Juggernaut (10% chance level 1). Damage (Melee): +13 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.2 Power cost: 30 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 28% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Earatoroddarek' (0 def, 2 armour) =regen=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +6 Dex / +2 Mag / +2 Con Changes resistances: +6% temporal Changes damage: +3% temporal Reduces incoming crit damage: 15.00% Life regen: +4.00 Stamina each turn: +1.30 Maximum stamina: +20.00 When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinumina the Wintermoon (0 def, 3 armour) =rider=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 22% chance to reduce all saves and defense by 36 Damage (Melee): 35 mind / 34 darkness Changes resistances: +9% cold Changes resistances penetration: +20% cold Changes damage: +18% arcane / +18% cold Spell save: +15 (+3 eff.) Mental save: -5 (-1 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% Mindpower: +6 (+1 eff.) When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Instill Fear (costing 20 power out of 30/30) : Effective talent level: 3.0 Power cost: 20 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 27.00 mind and 27.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 25% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 24. Terrified: Deals 6.60 mind and 6.60 darkness damage per turn and increases cooldowns by 38%. Haunted: Causes the target to suffer 10.49 mind and 10.49 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
voratun gauntlets 'Mardohell' (0 def, 11 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +11 Fatigue: +5% Damage (Melee): 15 physical Damage when hit (Melee): 6 mind Changes stats: +15 Dex Changes damage: +6% physical Light radius: +3 Infravision radius: +3 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +15 physical Damage (radius 2) on crit: +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
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% Cun, 40% Dex, 40% Str 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. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 20.80 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
fearwoven cashmere wizard hat of madness (2 def, 0 armour) =ranged option=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +13% darkness / +7% physical Changes damage: +11% darkness / +10% physical Mental save: +19 (+5 eff.) Maximum hate: +10.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +9% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 248 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 22.20 mind and 22.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 5.40 mind and 5.40 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 8.74 mind and 8.74 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Aerissra the Blindgrinder (0 def, 7 armour) =idk=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 10% chance to slow global speed by 64% Changes stats: +3 Cun / +3 Wil Changes resistances: +9% blight / +9% fire / +10% mind / +3% nature Changes resistances penetration: +5% light Changes damage: +3% light Mental save: +18 (+5 eff.) Confusion immunity: +23% Mindpower: +4 (+1 eff.) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Olinaritir (0 def, 4 armour) =life+life=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +6% blight / +9% mind Physical save: +16 (+4 eff.) Spell save: +15 (+3 eff.) Life regen: +4.00 Maximum life: +100.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 192.58 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Shiverbliss the voratun helm (0 def, 11 armour) =large headbutt=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +7 Str / +1 Dex Changes resistances penetration: +20% physical Changes damage: +15% cold Physical save: +6 (+1 eff.) Maximum stamina: +20.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 966.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
13 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. |
10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning 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. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
12 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. |
15 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 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. |
20 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. |
21 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 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. |
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 30 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. |
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. |
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. |
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. |
1242 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. |
52 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. |
HaliredurInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Changes resistances: +6% blight / +1% physical / +3% light Spell save: +18 (+4 eff.) Mental save: +3 (+1 eff.) Life regen: +4.00 Maximum life: +53.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Issusahad the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes resistances: +9% acid / +6% temporal / +3% light Maximum life: +54.00 Mindpower: +10 (+2 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of illusion =defensive lamp=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +12 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +16 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp =crit lamp=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Changes stats: +5 Wil Critical mult.: +13.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Thunderwoe =sense=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +22% blight / +3% lightning Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +15% blight Blindness immunity: +41% Confusion immunity: +26% Life regen: +14.00 Maximum life: +80.00 Light radius: +11 See stealth: +16 See invisible: +20 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Morningstreak (dig speed 27 turns) =armor pick=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+1 eff.) Armour: +6 Changes stats: +1 Str / +1 Dex / +2 Con Maximum stamina: +10.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Camechak' (dig speed 28 turns) =stat dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -7% Changes stats: +5 Str / +3 Con Changes resistances: +9% temporal Changes damage: +3% temporal Equilibrium when hit: +0.12 Only die when reaching: -40.00 life Mindpower: +20 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Glarejustice' (dig speed 14 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 4 arcane Changes stats: +8 Str Changes resistances: +7% darkness Damage affinity(heal): +15% darkness Vim when firing critical spell: +2.00 Spell crit. chance: +4% Light radius: +2 Infravision radius: +5 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +76 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
brutal voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +8 (+2 eff.) Changes stats: +3 Str Critical mult.: +14.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One =antisleep=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 481.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Drygorn [power 475] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +16 Defense: +35 (+9 eff.) Effects on melee hit: * 25% chance to reduce all saves and defense by 36 Changes resistances penetration: +31% physical Changes damage: +21% arcane Critical mult.: +20.00% Physical save: +12 (+3 eff.) It can be used to blast the opponent's mind dealing 570 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Sunwaker the ash totem of stinging [power 200] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes resistances: +3% lightning / +3% fire / +12% light / +6% cold Physical save: +6 (+1 eff.) It can be used to sting an enemy dealing 330 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Unlightvortex' [power 278] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% blight / +6% temporal / +3% mind Changes damage: +6% darkness Disease immunity: +20% Confusion immunity: +10% Knockback immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Betissra the dragonbone totem of summon tentacle [power 440] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +16 Damage when hit (Melee): 6 blight Changes resistances: +18% nature / +9% light Changes damage: +6% blight Physical save: +6 (+1 eff.) Silence immunity: +21% Equilibrium when hit: +0.20 Only die when reaching: -40.00 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: 1280 Base Damage: 540 Armor: 45 All Resist: 50 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 64% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
dragonbone totem of healing 'Shineroar' [power 458] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +15% acid / +9% nature / +12% cold / +5% arcane / +9% lightning Changes damage: +6% light See invisible: +15 It can be used to heal yourself and all friendly characters within 10 spaces for 458 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By ataldsafdsjklfsd the Cornac Bulwark level 38
34th Regrowth 124th year of Ascendancy at 11:26 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By ataldsafdsjklfsd the Cornac Bulwark level 50
70th Pyre 125th year of Ascendancy at 14:18 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By ataldsafdsjklfsd the Cornac Bulwark level 37
32nd Regrowth 124th year of Ascendancy at 10:22 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By ataldsafdsjklfsd the Cornac Bulwark level 24
8th Flare 123rd year of Ascendancy at 22:42 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By ataldsafdsjklfsd the Cornac Bulwark level 41
77th Pyre 124th year of Ascendancy at 23:17 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By ataldsafdsjklfsd the Cornac Bulwark level 43
33rd Dusk 124th year of Ascendancy at 23:51 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By ataldsafdsjklfsd the Cornac Bulwark level 49
56th Regrowth 125th year of Ascendancy at 21:01 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By ataldsafdsjklfsd the Cornac Bulwark level 40
71st Pyre 124th year of Ascendancy at 15:31 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By ataldsafdsjklfsd the Cornac Bulwark level 24
27th Dusk 123rd year of Ascendancy at 01:10 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By ataldsafdsjklfsd the Cornac Bulwark level 29
16th Haze 123rd year of Ascendancy at 18:31 see stats
Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
Finish the Plumpkin event.By ataldsafdsjklfsd the Cornac Bulwark level 26
39th Dusk 123rd year of Ascendancy at 12:51 see stats
Clone War (Nightmare (Roguelike) difficulty)
Destroyed your own Shade.By ataldsafdsjklfsd the Cornac Bulwark level 49
67th Regrowth 125th year of Ascendancy at 11:14 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ataldsafdsjklfsd the Cornac Bulwark level 16
10th Decay 122nd year of Ascendancy at 23:11 see stats
Demonic Invasion (Nightmare (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By ataldsafdsjklfsd the Cornac Bulwark level 50
39th Pyre 125th year of Ascendancy at 14:02 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By ataldsafdsjklfsd the Cornac Bulwark level 39
68th Regrowth 124th year of Ascendancy at 08:29 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By ataldsafdsjklfsd the Cornac Bulwark level 38
43rd Regrowth 124th year of Ascendancy at 17:33 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By ataldsafdsjklfsd the Cornac Bulwark level 21
59th Regrowth 123rd year of Ascendancy at 01:53 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By ataldsafdsjklfsd the Cornac Bulwark level 50
55th Dusk 125th year of Ascendancy at 23:15 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By ataldsafdsjklfsd the Cornac Bulwark level 19
28th Regrowth 123rd year of Ascendancy at 22:51 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ataldsafdsjklfsd the Cornac Bulwark level 27
56th Dusk 123rd year of Ascendancy at 11:10 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By ataldsafdsjklfsd the Cornac Bulwark level 24
24th Dusk 123rd year of Ascendancy at 18:51 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By ataldsafdsjklfsd the Cornac Bulwark level 50
46th Dusk 125th year of Ascendancy at 14:46 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By ataldsafdsjklfsd the Cornac Bulwark level 39
65th Regrowth 124th year of Ascendancy at 11:13 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ataldsafdsjklfsd the Cornac Bulwark level 28
65th Dusk 123rd year of Ascendancy at 01:59 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By ataldsafdsjklfsd the Cornac Bulwark level 44
34th Dusk 124th year of Ascendancy at 08:45 see stats
Invasion from the Depths (Nightmare (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By ataldsafdsjklfsd the Cornac Bulwark level 50
37th Pyre 125th year of Ascendancy at 19:48 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By ataldsafdsjklfsd the Cornac Bulwark level 10
4th Mirth 122nd year of Ascendancy at 20:43 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By ataldsafdsjklfsd the Cornac Bulwark level 20
30th Regrowth 123rd year of Ascendancy at 15:24 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By ataldsafdsjklfsd the Cornac Bulwark level 30
27th Haze 123rd year of Ascendancy at 11:10 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By ataldsafdsjklfsd the Cornac Bulwark level 40
68th Regrowth 124th year of Ascendancy at 08:29 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By ataldsafdsjklfsd the Cornac Bulwark level 50
76th Regrowth 125th year of Ascendancy at 16:33 see stats
Lucky Girl (Nightmare (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By ataldsafdsjklfsd the Cornac Bulwark level 30
71st Haze 123rd year of Ascendancy at 14:47 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By ataldsafdsjklfsd the Cornac Bulwark level 50
10th Dusk 125th year of Ascendancy at 06:38 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By ataldsafdsjklfsd the Cornac Bulwark level 50
40th Pyre 125th year of Ascendancy at 10:45 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By ataldsafdsjklfsd the Cornac Bulwark level 23
51st Pyre 123rd year of Ascendancy at 07:18 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By ataldsafdsjklfsd the Cornac Bulwark level 26
37th Dusk 123rd year of Ascendancy at 01:35 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By ataldsafdsjklfsd the Cornac Bulwark level 45
5th Haze 124th year of Ascendancy at 23:01 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By ataldsafdsjklfsd the Cornac Bulwark level 26
39th Dusk 123rd year of Ascendancy at 12:31 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By ataldsafdsjklfsd the Cornac Bulwark level 40
68th Regrowth 124th year of Ascendancy at 13:44 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By ataldsafdsjklfsd the Cornac Bulwark level 50
55th Dusk 125th year of Ascendancy at 23:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By ataldsafdsjklfsd the Cornac Bulwark level 10
4th Mirth 122nd year of Ascendancy at 20:54 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By ataldsafdsjklfsd the Cornac Bulwark level 50
54th Pyre 125th year of Ascendancy at 11:55 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By ataldsafdsjklfsd the Cornac Bulwark level 50
55th Dusk 125th year of Ascendancy at 23:15 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By ataldsafdsjklfsd the Cornac Bulwark level 50
37th Pyre 125th year of Ascendancy at 16:24 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By ataldsafdsjklfsd the Cornac Bulwark level 12
32nd Haze 122nd year of Ascendancy at 11:08 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By ataldsafdsjklfsd the Cornac Bulwark level 22
62nd Regrowth 123rd year of Ascendancy at 20:25 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By ataldsafdsjklfsd the Cornac Bulwark level 45
70th Dusk 124th year of Ascendancy at 02:52 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By ataldsafdsjklfsd the Cornac Bulwark level 32
10th Decay 123rd year of Ascendancy at 13:06 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By ataldsafdsjklfsd the Cornac Bulwark level 20
32nd Regrowth 123rd year of Ascendancy at 17:40 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By ataldsafdsjklfsd the Cornac Bulwark level 36
29th Regrowth 124th year of Ascendancy at 20:46 see stats
Log
Ran for 3 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 65th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Saving done.
Today is the 66th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:35.
Today is the 67th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 68th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 69th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 70th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 71st Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
Today is the 72nd Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:06.
Today is the 73rd Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 74th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:25.
Today is the 75th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:46.
Today is the 76th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
There is a Entrance to some ancient elven ruins here (press '' or right click to use).
Ran for 87 turns (stop reason: interesting terrain).
There is a Entrance to some ancient elven ruins here (press '' or right click to use).



































































































































































