Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Menu Keys 1.3.0Adds shortcut keys to some of the actions on the game menu accessible via the <Esc> key. Configurable via game option "[ZOmnibus] | Show menu keys". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. ZOmnibus Addon Pack 1.6.0Combines 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: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 49 / 83% |
Size | medium |
Lifes / Deaths | Killed by Aluin the Fallen at level 43 on the 8th Dusk 124th year of Ascendancy at 02:48 / 3Killed by Simona's Inner Demon at level 44 on the 34th Dusk 124th year of Ascendancy at 09:58 Killed by Massok the Dragonslayer at level 49 on the 23rd Regrowth 125th year of Ascendancy at 16:50 |
Primary Stats
Strength | 92 (base 60) |
Dexterity | 42 (base 15) |
Constitution | 110 (base 60) |
Magic | 26 (base 11) |
Willpower | 85 (base 60) |
Cunning | 39 (base 13) |
Resources
Life | -189/2305 |
Equilibrium | 44 |
Healing Factor | 1.8847693280279 |
Regeneration | 218.73563503648 |
Speed
Mental | +13.25253833397% |
Attack | +13.25253833397% |
Movement | -28.90613238968% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
See Stealth | 24 |
See Invisible | 22 |
ESP Range | 3 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 246 |
Accuracy | 60 |
Crit Chance | 68% |
APR | 27 |
Speed | 0.88 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 55% |
Speed | 0.8829824167394 |
Offense: Damage Bonus
Acid | +36% |
Blight | +27% |
Arcane | +27% |
Cold | +51% |
All | +2% |
Darkness | +21% |
Physical | +31% |
Temporal | +5% |
Lightning | +21% |
Mind | +12% |
Fire | +42% |
Nature | +62% |
Offense: Damage Penetration
Cold | +19% |
Lightning | +19% |
Acid | +29% |
Darkness | +19% |
Blight | +19% |
Physical | +19% |
Fire | +19% |
Nature | +19% |
Defense: Base
Armour (hardiness) | 25.788460479726 (78.924731182796%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 17 |
Physical Save | 58 |
Spell Save | 31 |
Mental Save | 63 |
Defense: Resistances
Acid | + 65%( 70%) |
Blight | + 57%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 52%( 70%) |
All | + 15%( 70%) |
Physical | + 31%( 70%) |
Lightning | + 66%( 70%) |
Light | + 28%( 70%) |
Temporal | + 28%( 70%) |
Mind | + 49%( 70%) |
Darkness | + 31%( 70%) |
Fire | + 65%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 50% |
Bleed Resistance | 10% |
Confusion Resistance | 94% |
Stun Resistance | 10% |
Knockback Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 602 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 178 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: 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 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 113 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Wild-gift / Sand drake aspect | 1.57 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.27 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Meditation |
talent | Icy Skin |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 21. Intimidated |
beneficial effect | Nullifies the next 3 detrimental mental effects. Clear Mind |
detrimental effect | The target's armour and saves are broken, reducing them by 39. Sunder Armour |
beneficial effect | The target has 74 increased life regeneration. Recovery |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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! | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Simona. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Norgos Lair. Escort: worried loremaster (level 1 of Norgos Lair)As a reward you improved Constitution by +5. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 548. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+7 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 107 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Quiver | Quiver of Domination (20/20, 127% power, 8 apr) Quiver of Domination (20/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 60% Wil, 60% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Light source | Dragrim the alchemist's lamp Dragrim the alchemist's lampInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Con Changes resistances: +8% blight / +3% mind Changes damage: +6% blight Mental save: +7 (+2 eff.) Blindness immunity: +20% Cut immunity: +10% Confusion immunity: +14% Life regen: +6.00 Only die when reaching: -60.00 life Light radius: +9 See stealth: +24 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Dragon-helm of Kroltar (5 def, 9 armour) 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. The set is complete. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / +10 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +15 (+4 eff.) Spell save: +15 (+7 eff.) Mental save: +15 (+4 eff.) It can be used to activate talent Bellowing Roar (costing 45 power out of 36/45) : Effective talent level: 4.5 Power cost: 45 out of 36/45. 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 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 202.50 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. |
Tool | dragonbone totem of stinging 'Getuyon' [power 512] (2/15 cooldown) dragonbone totem of stinging 'Getuyon' [power 512] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +12% mind / +12% lightning Physical save: +18 (+5 eff.) Teleport immunity: +20% Life regen: +4.00 It can be used to sting an enemy dealing 145 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 83. Natural totems are made by powerful wilders to store nature power. |
On fingers | Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+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 0/30) : Effective talent level: 2.4 Power cost: 30 out of 0/30. 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, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
On fingers | Rimefame RimefameCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Defense: +30 (+9 eff.) Changes stats: +8 Str / +7 Con Changes damage: +15% cold Mental save: +15 (+4 eff.) Confusion immunity: +20% Life regen: +4.00 Rings can have magical properties. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+7 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 main hand | Legacy of the Naloren (194% power, 20 apr) Legacy of the Naloren (194% power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Power: 195% Range: 1.4x Uses stats: 40% Wil, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 40 power out of 14/60) : Effective talent level: 2.0 Power cost: 40 out of 14/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 3 turns and dealing 19.5 Physical damage each turn. The duration and damage improve with Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
On hands | Expensive Gloves (0 def, 3 armour) Expensive Gloves (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 13 fire Changes stats: +6 Con Changes resistances: +3% blight / +10% fire Changes damage: +3% temporal / +11% fire Critical mult.: +15.00% Physical save: +30 (+8 eff.) Spell save: +9 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Life regen: +11.00 Stamina each turn: +2.00 Maximum mana: +60.00 Maximum stamina: +27.00 Spellpower: +20 (+9 eff.) Spell crit. chance: +18% Mental crit. chance: +14% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Scale Mail of Kroltar (20 def, 18 armour) Scale Mail of Kroltar (20 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. The set is complete. When wielded/worn: Armour: +18 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +240.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 4.5 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 12.08 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | Destala's Scales (10 def, 0 armour) 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 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 5/20) : Effective talent level: 3.0 Power cost: 20 out of 5/20. 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 49% 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. |
Around neck | wanderer's stralite amulet of perfection (0.27 Wild-gift / Sand drake aspect,0.27 Wild-gift / Harmony) wanderer's stralite amulet of perfection (0.27 Wild-gift / Sand drake aspect,0.27 Wild-gift / Harmony)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +7 Dex / +5 Cun / +6 Con Talent masteries: +0.27 Wild-gift / Sand drake aspect +0.27 Wild-gift / Harmony Life regen: +4.00 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Velorabeth the Duskgrit Velorabeth the DuskgritCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Damage when hit (Melee): 6 darkness Changes stats: +2 Dex Changes resistances penetration: +20% blight Changes damage: +9% darkness / +7% physical Light radius: +2 Combat speed: +10% Amulets can have magical properties. |
warmaker's gold amulet of the eclipse warmaker's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 31% * 11% chance to blind Changes stats: +8 Str / +6 Dex / +8 Wil Changes damage: +11% light / +10% darkness Amulets can have magical properties. |
Kerotir the stralite amulet Kerotir the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +18% acid / +15% light / +15% nature Changes damage: +8% darkness / +6% temporal / +8% light / +8% physical Confusion immunity: +20% Life regen: +4.00 Maximum life: +100.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
mindweaver's stralite amulet of magic (+4) mindweaver's stralite amulet of magic (+4)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Mag / +4 Wil Mental save: +10 (+3 eff.) Confusion immunity: +18% Mindpower: +13 (+4 eff.) Amulets can have magical properties. |
starlit stralite amulet of murder starlit stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Changes resistances: +17% light / +12% darkness Critical mult.: +14.00% Blindness immunity: +26% Amulets can have magical properties. |
starseer's stralite amulet of magic (+12) starseer's stralite amulet of magic (+12)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +12 Mag Changes damage: +8% darkness / +8% temporal / +7% light / +7% physical Spellpower: +6 (+3 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
archmage's voratun amulet of murder archmage's voratun amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Changes stats: +5 Mag Changes damage: +7% acid / +6% fire / +8% cold / +6% lightning Critical mult.: +16.00% Spellpower: +5 (+3 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
vitalizing voratun amulet of the eclipse vitalizing voratun amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 13 light / 15 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 31% * 12% chance to blind Changes stats: +6 Con Changes damage: +15% light / +10% darkness Physical save: +16 (+4 eff.) Life regen: +9.00 Maximum life: +65.00 Amulets can have magical properties. |
painweaver's copper ring painweaver's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +5% all Spellpower: +7 (+4 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
psionicist's steel ring of pilfering psionicist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +4 Wil Mental save: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 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 107% 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 can have magical properties. |
savior's steel ring of misery savior's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 39 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 39 Damage (Ranged): 6 physical Changes stats: +3 Cun Physical save: +8 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Glintvile the gold ring Glintvile the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +3 Mag Changes resistances: +15% temporal Changes damage: +12% temporal Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +28.00 Light radius: +3 Rings can have magical properties. |
gold ring of luminosity gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 18 light Changes stats: +2 Mag Changes damage: +12% light Rings can have magical properties. |
gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +12 Defense: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 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 107% 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 can have magical properties. |
mule's gold ring of warding mule's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +16% acid / +16% fire / +15% lightning / +19% cold Maximum encumbrance: +25 Rings can have magical properties. |
painweaver's gold ring of luminosity painweaver's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Damage (Melee): 27 light Damage (Ranged): 21 light Changes stats: +4 Mag Changes damage: +10% light / +6% all Spellpower: +8 (+4 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. |
pixie's gold ring of pilfering pixie's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +8 (+3 eff.) Changes stats: +3 Cun / +5 Mag Spellpower: +9 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 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 107% 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 can have magical properties. |
pixie's gold ring of warding pixie's gold ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +5 Mag Changes resistances: +16% acid / +16% fire / +16% lightning / +17% cold Spellpower: +7 (+4 eff.) Rings can have magical properties. |
treant's gold ring of misery treant's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 39 Damage (Melee): 19 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 39 Damage (Ranged): 12 physical Changes stats: +5 Cun Changes resistances: +10% nature / +10% blight Poison immunity: +13% Disease immunity: +18% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Zachak the Singejustice Zachak the SingejusticeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Damage when hit (Melee): 6 fire Changes resistances: +2% physical / +6% fire / +15% light / +12% mind Spell save: +19 (+9 eff.) Blindness immunity: +21% Silence immunity: +21% Stun/Freeze immunity: +44% Life regen: +8.00 Only die when reaching: -40.00 life Rings can have magical properties. |
conjurer's stralite ring of luminosity conjurer's stralite ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 29 light Damage (Ranged): 22 light Changes stats: +4 Wil / +11 Mag Changes damage: +17% light Spellpower: +10 (+5 eff.) Rings can have magical properties. |
conjurer's stralite ring of power conjurer's stralite ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Mag / +7 Wil Spellpower: +19 (+9 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
painweaver's stralite ring painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +6% all Spellpower: +13 (+7 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
pixie's stralite ring pixie's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +6 Mag Spellpower: +13 (+7 eff.) Rings can have magical properties. |
savior's stralite ring of luminosity savior's stralite ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 34 light Damage (Ranged): 25 light Changes stats: +6 Mag Changes damage: +14% light Physical save: +10 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +8 (+2 eff.) Rings can have magical properties. |
stralite ring of warding stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +22% acid / +17% fire / +25% lightning / +20% cold Rings can have magical properties. |
Armaldir the Balancezeal Armaldir the BalancezealCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 67% * 20 arcane resource burn Changes stats: +7 Dex Changes resistances: +9% lightning / +18% fire / +5% arcane Changes resistances penetration: +25% acid Changes damage: +6% nature Rings can have magical properties. |
gladiator's voratun ring of luminosity gladiator's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Damage (Melee): 28 light Damage (Ranged): 31 light Changes stats: +8 Str / +8 Mag / +10 Con Changes damage: +20% light Rings can have magical properties. |
marksman's voratun ring of speed marksman's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +22 (+5 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Dex Movement speed: +17% 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: 6.4 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 54% for 5 turns. Rings can have magical properties. |
voratun ring of speed voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +15 (+5 eff.) Movement speed: +25% 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: 6.4 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 54% for 5 turns. Rings can have magical properties. |
Undeathspire the stralite greatmaul (166% power, 3 apr) Undeathspire the stralite greatmaul (166% power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 57 cold damage (1/turn) Damage (Melee): +8 physical Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +20 nature When wielded/worn: Damage when hit (Melee): 6 physical Changes stats: +4 Str Changes resistances: +15% darkness Changes resistances penetration: +35% cold Changes damage: +35% cold Massive two-handed mauls. |
quick voratun greatmaul of shearing (177% power, 4 apr) quick voratun greatmaul of shearing (177% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +50 (+12 eff.) Armour penetration: +19 Changes stats: +7 Dex Changes resistances penetration: +20% all Combat speed: +10% Massive two-handed mauls. |
stralite greatsword 'Xywen' (158% power, 3 apr) stralite greatsword 'Xywen' (158% power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 mind / +35 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 28% Changes stats: +11 Wil Changes damage: +15% acid Psi when hit: +0.12 Mindpower: +20 (+5 eff.) Massive two-handed swords. |
Dazzleknave (175% power, 4 apr) Dazzleknave (175% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 39 When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +16 (+5 eff.) Changes resistances: +15% light / +3% cold Changes damage: +6% light Disarm immunity: +70% Light radius: +3 Massive two-handed swords. |
Belirin the Dimmark (138% power, 5 apr) Belirin the Dimmark (138% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 31% Damage (Melee): +20 acid / +8 darkness When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 10 acid Changes stats: +5 Dex / +7 Con Changes resistances penetration: +15% mind Hate when firing a critical mind attack: +5.00 Light radius: +3 Combat speed: +10% One-handed war axes. |
Xanynor the Obsidianfame (142% power, 5 apr) Xanynor the Obsidianfame (142% power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 142% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). On weapon hit: * 23% chance to reduce damage dealt by 31% Damage (Melee): +23 darkness Damage (radius 2) on crit: +12 blight When wielded/worn: Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 18 Damage when hit (Melee): 11 darkness Changes resistances: +23% blight Changes resistances penetration: +10% mind Changes damage: +21% blight One-handed war axes. |
Gluba the voratun waraxe (166% power, 6 apr) Gluba the voratun waraxe (166% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 28% Damage when hit (Melee): 4 acid Changes stats: +8 Wil Critical mult.: +20.00% Mental save: +12 (+3 eff.) Mental crit. chance: +2% One-handed war axes. |
Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Aleruikor the Chargedream Aleruikor the ChargedreamCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 6 acid Changes resistances: +27% lightning / +21% fire / +12% darkness / +12% temporal Changes resistances penetration: +10% lightning / +10% acid Spell save: +9 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Taintknight TaintknightInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 67% Damage when hit (Melee): 10 temporal Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun Changes resistances: +15% temporal Changes resistances penetration: +25% light / +15% nature Changes damage: +9% nature Physical save: +16 (+4 eff.) Spell save: +16 (+8 eff.) Mental save: +16 (+4 eff.) A belt that goes around your waist. |
monstrous hardened leather belt of recklessness monstrous hardened leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +16 (+4 eff.) Changes stats: +5 Str / +5 Con Critical mult.: +8.00% Physical save: +9 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Expensive Belt Expensive BeltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 24% chance to reduce damage dealt by 31% Changes stats: +5 Dex / +6 Wil / +6 Cun / +10 Lck Changes resistances: +9% light Changes damage: +12% darkness Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +45 Mental save: +15 (+4 eff.) Maximum life: +232.00 Maximum mana: +75.00 Maximum stamina: +63.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +37.00 Light radius: +4 Infravision radius: +5 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
balancing drakeskin leather belt of the vagrant balancing drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +6 Dex / +5 Cun / +5 Con Mental save: +15 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +10% A belt that goes around your waist. |
monstrous drakeskin leather belt of the giants monstrous drakeskin leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +22 (+5 eff.) Changes stats: +3 Str / +5 Con Physical save: +8 (+2 eff.) Spell save: +11 (+5 eff.) Size category: +2 A belt that goes around your waist. |
Kilnward the cashmere cloak (2 def, 10 armour) Kilnward the cashmere cloak (2 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Dex / +2 Cun Changes resistances: +22% cold Changes resistances penetration: +15% fire Changes damage: +9% acid / +24% fire Mental save: +6 (+2 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayussra the Glintgore (0 def, 3 armour) Mayussra the Glintgore (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes resistances: +12% blight / +4% physical / +5% arcane Changes resistances penetration: +25% blight Maximum encumbrance: +37 Physical save: +10 (+3 eff.) Stun/Freeze immunity: +20% Maximum life: +40.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Zubolle the Smoldervein (0 def, 3 armour) Zubolle the Smoldervein (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +9% lightning / +20% nature Changes resistances penetration: +25% fire Physical save: +6 (+2 eff.) Silence immunity: +38% Confusion immunity: +35% Stun/Freeze immunity: +34% Maximum life: +100.00 Mental crit. chance: +2% A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of strife (0 def, 5 armour) stealthy pair of drakeskin leather boots of strife (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Dex / +2 Wil / +4 Con / +10 Lck Changes resistances penetration: +9% physical Stealth bonus: +12 Mindpower: +7 (+2 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 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
drakeskin leather gloves 'Frigidbright' (0 def, 3 armour) drakeskin leather gloves 'Frigidbright' (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 15 nature Damage when hit (Melee): 10 arcane Changes resistances: +10% nature / +5% arcane Changes resistances penetration: +15% lightning / +15% cold Changes damage: +11% nature / +30% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dourlord the voratun gauntlets (0 def, 3 armour) Dourlord the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage (Melee): 20 temporal Damage (Ranged): 20 temporal Damage when hit (Melee): 6 mind Changes stats: +7 Cun Changes resistances: +15% temporal Changes resistances penetration: +20% mind Changes damage: +11% temporal / +18% mind / +18% light Equilibrium when hit: +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the iron hand (0 def, 8 armour) heroic voratun gauntlets of the iron hand (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Changes stats: +3 Str / +4 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Mental save: +9 (+3 eff.) Disarm immunity: +45% Maximum life: +58.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
storm voratun gauntlets of the iron hand (0 def, 3 armour) storm voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 10 lightning Changes stats: +4 Str / +4 Wil / +3 Con Changes resistances: +7% lightning Changes damage: +5% lightning Talent mastery: +0.20 Technique / Grappling Disarm immunity: +39% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Serpentkill' (0 def, 13 armour) voratun gauntlets 'Serpentkill' (0 def, 13 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +13 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 67% Damage (Melee): 15 physical Changes resistances: +15% darkness / +9% light / +9% nature / +5% arcane Changes damage: +11% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
bladed drakeskin leather cap of trickery (0 def, 5 armour) bladed drakeskin leather cap of trickery (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +9 Str / +4 Dex / +5 Cun It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 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 79.0 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Layebeth (0 def, 10 armour) Layebeth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +10 Fatigue: +5% Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Wil / +3 Con Changes damage: +34% temporal Critical mult.: +22.89% Reduces incoming crit damage: 17.17% Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ruby 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. |
bloodstone 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. |
pearl 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
Rungof's Fang 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 Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 20/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+5 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Demonic Orb of Many Ways 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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 (0/1) Rod of Spydric Poison (0/1)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 86.33 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 22/25. This rod carved out of a giant spider fang continuously drips venom. |
voratun torque of clear mind 'Gloratira' [power 4] (2/25 cooldown) voratun torque of clear mind 'Gloratira' [power 4] (2/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +2% physical / +15% light / +3% mind Reduces incoming crit damage: 15.00% Disarm immunity: +20% Life regen: +4.00 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Galeyadir [power 260] (2/15 cooldown) Galeyadir [power 260] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +4 Str Changes resistances: +15% acid / +18% light / +6% nature It can be used to sting an enemy dealing 74 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Lavaquell the yew totem of healing [power 290] (2/15 cooldown) Lavaquell the yew totem of healing [power 290] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% darkness / +6% physical Changes damage: +21% fire Reduces incoming crit damage: 15.00% Knockback immunity: +20% Life regen: +4.00 It can be used to heal yourself and all friendly characters within 10 spaces for 290 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Polylramina [power 272] (2/15 cooldown) Polylramina [power 272] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +4 Wil Changes resistances penetration: +15% mind Changes damage: +15% mind Psi when hit: +0.08 Mindpower: +10 (+3 eff.) Mental crit. chance: +8% It can be used to sting an enemy dealing 77 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
soothing dragonbone totem of summon tentacle [power 430] (2/25 cooldown) soothing dragonbone totem of summon tentacle [power 430] (2/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 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: 969 Base Damage: 530 Armor: 42 All Resist: 31 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 77. Natural totems are made by powerful wilders to store nature power. |
Arcsting [power 218] (2/15 cooldown) Arcsting [power 218] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +12 Changes stats: +2 Dex Changes resistances: +2% physical Changes resistances penetration: +25% lightning Changes damage: +30% arcane Critical mult.: +10.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 9 lightning damage and will be dazed for 1 turn (46 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mayubrebeth the Blazetickler [power 206] (2/20 cooldown) Mayubrebeth the Blazetickler [power 206] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 67% * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 4 darkness / 10 light Changes resistances: +3% lightning / +12% cold Changes damage: +15% light Light radius: +2 It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating elven-wood wand of shielding [power 434] (2/20 cooldown) innervating elven-wood wand of shielding [power 434] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 39% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of lightning storm [power 512] (2/22 cooldown) overpowered elven-wood wand of lightning storm [power 512] (2/22 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 21 lightning damage and will be dazed for 1 turn (108 total damage) Activation puts all charms on cooldown for 22 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of clairvoyance [power 12] (2/15 cooldown) warded elven-wood wand of clairvoyance [power 12] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +5 acid / +4 nature / +4 arcane / +4 blight Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 12, power 51 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+5 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 23.15 temporal and 26.74 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con 7 charge(s). Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 7/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Simona the Cornac Wyrmic level 38
46th Haze 123rd year of Ascendancy at 06:32 see stats
By Simona the Cornac Wyrmic level 27
55th Pyre 123rd year of Ascendancy at 03:29 see stats
By Simona the Cornac Wyrmic level 38
34th Haze 123rd year of Ascendancy at 14:52 see stats
By Simona the Cornac Wyrmic level 41
44th Pyre 124th year of Ascendancy at 09:00 see stats
By Simona the Cornac Wyrmic level 40
23rd Pyre 124th year of Ascendancy at 10:00 see stats
By Simona the Cornac Wyrmic level 30
25th Dusk 123rd year of Ascendancy at 21:54 see stats
By Simona the Cornac Wyrmic level 10
31st Dusk 122nd year of Ascendancy at 10:33 see stats
By Simona the Cornac Wyrmic level 39
55th Haze 123rd year of Ascendancy at 16:07 see stats
By Simona the Cornac Wyrmic level 31
40th Dusk 123rd year of Ascendancy at 01:26 see stats
By Simona the Cornac Wyrmic level 38
39th Haze 123rd year of Ascendancy at 19:36 see stats
By Simona the Cornac Wyrmic level 19
46th Regrowth 123rd year of Ascendancy at 23:33 see stats
By Simona the Cornac Wyrmic level 28
72nd Pyre 123rd year of Ascendancy at 07:51 see stats
By Simona the Cornac Wyrmic level 42
68th Pyre 124th year of Ascendancy at 14:26 see stats
By Simona the Cornac Wyrmic level 41
50th Pyre 124th year of Ascendancy at 01:18 see stats
By Simona the Cornac Wyrmic level 27
55th Pyre 123rd year of Ascendancy at 04:07 see stats
By Simona the Cornac Wyrmic level 42
68th Pyre 124th year of Ascendancy at 14:26 see stats
By Simona the Cornac Wyrmic level 10
31st Dusk 122nd year of Ascendancy at 10:32 see stats
By Simona the Cornac Wyrmic level 20
47th Regrowth 123rd year of Ascendancy at 11:25 see stats
By Simona the Cornac Wyrmic level 30
9th Dusk 123rd year of Ascendancy at 06:18 see stats
By Simona the Cornac Wyrmic level 40
74th Haze 123rd year of Ascendancy at 20:16 see stats
By Simona the Cornac Wyrmic level 15
28th Regrowth 123rd year of Ascendancy at 02:27 see stats
By Simona the Cornac Wyrmic level 48
1st Decay 124th year of Ascendancy at 20:14 see stats
By Simona the Cornac Wyrmic level 44
21st Dusk 124th year of Ascendancy at 00:25 see stats
By Simona the Cornac Wyrmic level 39
74th Haze 123rd year of Ascendancy at 19:30 see stats
By Simona the Cornac Wyrmic level 48
2nd Decay 124th year of Ascendancy at 13:13 see stats
By Simona the Cornac Wyrmic level 27
55th Pyre 123rd year of Ascendancy at 03:29 see stats
By Simona the Cornac Wyrmic level 6
6th Mirth 122nd year of Ascendancy at 23:50 see stats
By Simona the Cornac Wyrmic level 27
55th Pyre 123rd year of Ascendancy at 03:29 see stats
By Simona the Cornac Wyrmic level 28
69th Pyre 123rd year of Ascendancy at 00:44 see stats
By Simona the Cornac Wyrmic level 12
8th Allure 123rd year of Ascendancy at 06:51 see stats
By Simona the Cornac Wyrmic level 43
9th Flare 124th year of Ascendancy at 22:02 see stats
By Simona the Cornac Wyrmic level 21
1st Time of Balance 123rd year of Ascendancy at 06:33 see stats
By Simona the Cornac Wyrmic level 27
48th Pyre 123rd year of Ascendancy at 11:31 see stats
By Simona the Cornac Wyrmic level 20
48th Regrowth 123rd year of Ascendancy at 02:41 see stats
By Simona the Cornac Wyrmic level 43
8th Dusk 124th year of Ascendancy at 02:48 see stats
By Simona the Cornac Wyrmic level 37
33rd Haze 123rd year of Ascendancy at 23:05 see stats
Log
Bleeding from Massok the Dragonslayer hits Simona for 100 physical damage.
Simona casts Rune: Shatter Afflictions.
Simona stops bleeding.
A shield forms around Simona.
Simona's mind is clear!
Massok the Dragonslayer is being crushed.
Massok the Dragonslayer is bound by telekinetic forces!
Simona hits Massok the Dragonslayer for 11 physical damage.
Massok the Dragonslayer uses Juggernaut.
Massok the Dragonslayer hardens its skin.
Massok the Dragonslayer uses Massive Blow.
Rocky mountain turns into rocky ground.
Massok the Dragonslayer performs a melee critical strike against Simona!
Your shield crumbles under the damage!
The shield around Simona crumbles.
Simona is recovering from the damage!
Massok the Dragonslayer roars triumphantly.
The shattering blow creates a shockwave!
Massok the Dragonslayer's blood frenzy intensifies!
Massok the Dragonslayer hits Simona for (178 absorbed), 1767 physical (1767 total damage).
Melee retaliation hits Massok the Dragonslayer for 3 fire, 2 cold (5 total damage).
Simona the level 49 cornac wyrmic was skewered to death by Massok the Dragonslayer on level 4 of Daikara.
Simona deactivates Elemental Harmony.
Simona is not stunned anymore.
Simona's armour is more intact.
Simona has finished recovering.
Simona deactivates Icy Skin.
Simona interrupts her meditation.