Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Improved player targetting 1.2.0Player's targetting improvements. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 50 / 4115% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 33 (base 10) |
Dexterity | 47 (base 16) |
Constitution | 47 (base 37) |
Magic | 128 (base 64) |
Willpower | 119 (base 64) |
Cunning | 98.6 (base 65) |
Resources
Life | 1154/1154 |
Mana | 891/891 |
Paradox | 300 |
Healing Factor | 1.5557603686635 |
Regeneration | 11.123686635944 |
Speed
Mental | -12.000000000049% |
Attack | -12.000000000049% |
Movement | +16.000000000004% |
Spell | -12.000000000049% |
Global | +99.999999999999% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 44.62708224707 |
See Invisible | 44.62708224707 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine |
Offense: Mainhand
Damage | 111 |
Accuracy | 38 |
Crit Chance | 55% |
APR | 15 |
Speed | 1.14 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 84% |
Speed | 1.1363636363643 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 51% |
Speed | 1.1363636363643 |
Offense: Damage Bonus
All | +11% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 79.322700154272 (78.720930232558%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 61 |
Mental Save | 70 |
Defense: Resistances
All | + 34%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Disarm Resistance | 75% |
Bleed Resistance | 87% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Silence Resistance | 98% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 740 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 10 turns. While Heroism is active, you will only die when reaching -846 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 885% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Stasis | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Chronomancy / Flux | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Chant of Fortress |
talent | Gravity Locus |
talent | Phase Pulse |
talent | Extension |
talent | Reality Smearing |
talent | Disintegration |
talent | Empower |
talent | Premonition |
talent | Contingency |
talent | Yarrrr!! |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Poluravea the skeleton warrior. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the repented thief from death by paradox!. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+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 |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. | 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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3242. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 |
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? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within17 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Daymark' (0 def, 5 armour) pair of drakeskin leather boots 'Daymark' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 arcane Changes stats: +1 Wil / +6 Mag Changes resistances: +14% fire / +6% light / +15% cold Changes resistances penetration: +10% arcane Changes damage: +12% arcane Spell save: +17 (+4 eff.) Silence immunity: +48% Confusion immunity: +50% Stun/Freeze immunity: +50% Mana when firing critical spell: +2.00 Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Light source | Shimmergasher ShimmergasherPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 22 fire Changes resistances: +12% acid / +14% fire / +9% light / +12% lightning Changes damage: +12% lightning Mental save: +30 (+8 eff.) Stun/Freeze immunity: +25% Knockback immunity: +15% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Lelagar (0 def, 5 armour) Lelagar (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes stats: +16 Wil Changes resistances: +22% blight / +12% cold / +5% arcane / +13% fire Changes damage: +3% temporal Mental save: +21 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Tool | Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | Shinewar ShinewarPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +10 (+5 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +10 Dex / +6 Mag / +7 Wil / +9 Cun Changes resistances: +12% light / +5% arcane Changes damage: +6% arcane Spellpower: +23 (+5 eff.) Mindpower: +14 (+3 eff.) Light radius: +3 Rings can have magical properties. |
On fingers | voratun ring 'Ivolle' voratun ring 'Ivolle'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Damage when hit (Melee): 16 physical / 8 temporal Changes stats: +3 Dex Changes resistances: +9% cold Changes resistances penetration: +15% physical / +32% temporal Changes damage: +12% physical Reduces incoming crit damage: 19.00% Cut immunity: +30% Stun/Freeze immunity: +39% Life regen: +3.30 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Rings can have magical properties. |
Around waist | drakeskin leather belt 'Ivywyn' drakeskin leather belt 'Ivywyn'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Fatigue: -4% Changes stats: +7 Str / +7 Dex / +2 Mag / +7 Wil / +7 Cun Changes resistances: +6% acid Critical mult.: +15.00% Physical save: +19 (+6 eff.) Spell save: +20 (+5 eff.) Mental save: +19 (+5 eff.) Silence immunity: +15% Disarm immunity: +25% Confusion immunity: +10% Life regen: +3.60 Maximum life: +59.00 Light radius: +2 Healing mod.: +30% A belt that goes around your waist. |
In main hand | Rod of Sarrilon (136% power, 4 apr, temporal element) Rod of Sarrilon (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
On hands | Islymina (0 def, 3 armour) Islymina (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Armour: +3 Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 blight Changes stats: +5 Str / +12 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +8% light / +10% darkness Changes damage: +11% arcane Grants telepathy: Dragon Talent mastery: +0.20 Technique / Grappling Critical mult.: +29.00% Disarm immunity: +50% Hate when firing a critical mind attack: +3.00 Spell crit. chance: +19% Mental crit. chance: +20% Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 111.99 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | silk robe 'Arckiss' (3 def, 0 armour) silk robe 'Arckiss' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Mag / +4 Wil Changes resistances: +6% lightning / +9% temporal Changes resistances penetration: +5% lightning / +15% temporal / +10% physical Changes damage: +6% lightning / +20% temporal / +13% physical Silence immunity: +35% Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +72.00 Spellpower: +33 (+7 eff.) Spell crit. chance: +9% Reduces paradox anomalies(equivalent to willpower): +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 203.36 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | Garin the gold amulet Garin the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 20 temporal Changes resistances: +28% mind / +12% temporal Changes resistances penetration: +15% temporal Changes damage: +12% mind / +9% temporal Confusion immunity: +32% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Inventory
heroism infusion of the sneak (+21 for 11 turns, die at -903) heroism infusion of the sneak (+21 for 11 turns, die at -903)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -903 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+25 for 7 turns, die at -884) heroism infusion of the wizard (+25 for 7 turns, die at -884)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 7 turns. While Heroism is active, you will only die when reaching -884 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+25 for 10 turns, die at -739) heroism infusion of the wizard (+25 for 10 turns, die at -739)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 10 turns. While Heroism is active, you will only die when reaching -739 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+23 for 12 turns, die at -1215) heroism infusion of the wizard (+23 for 12 turns, die at -1215)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 12 turns. While Heroism is active, you will only die when reaching -1215 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+22 for 8 turns, die at -638) heroism infusion of the wizard (+22 for 8 turns, die at -638)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 8 turns. While Heroism is active, you will only die when reaching -638 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+24 for 12 turns, die at -971) heroism infusion of the wizard (+24 for 12 turns, die at -971)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 12 turns. While Heroism is active, you will only die when reaching -971 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (796% speed; 7 turns) movement infusion of the duelist (796% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 796% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. 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 ability. |
movement infusion of the psychic (780% speed; 5 turns) movement infusion of the psychic (780% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 780% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (853% speed; 5 turns) movement infusion of the psychic (853% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 853% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (807% speed; 7 turns) movement infusion of the psychic (807% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 807% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (958% speed; 7 turns) movement infusion of the sneak (958% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 958% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (832% speed; 7 turns) movement infusion of the sneak (832% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 832% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (760% speed; 8 turns) movement infusion of the titan (760% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 760% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (652% speed; 7 turns) movement infusion of the warrior (652% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 652% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1029% speed; 6 turns) movement infusion of the wizard (1029% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1029% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (739% speed; 5 turns) movement infusion of the wizard (739% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 739% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (885% speed; 7 turns) movement infusion of the wizard (885% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 885% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (970% speed; 8 turns) movement infusion of the wizard (970% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 970% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 549 over 5 turns) regeneration infusion of the psychic (heal 549 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (114% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 549 life over 5 turns. 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 ability. |
regeneration infusion of the wizard (heal 528 over 5 turns) regeneration infusion of the wizard (heal 528 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (114% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 528 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 506 over 5 turns) regeneration infusion of the wizard (heal 506 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (114% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 10; power 22; turns 3; dispels darkness)sun infusion (rad 10; power 22; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (114% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the sneak (rad 10; power 65; turns 3; dispels darkness)sun infusion of the sneak (rad 10; power 65; turns 3; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (114% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 65) for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 21%; cure magical) wild infusion of the duelist (resist 21%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 36%; cure mental) wild infusion of the psychic (resist 36%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 7 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 ability. |
wild infusion of the wizard (resist 25%; cure mental) wild infusion of the wizard (resist 25%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 5 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 ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
This item will automatically be transmogrified when you leave the level. heat beam rune (191 fire damage)heat beam rune (191 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 190.92 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 790 for 6 turns) shielding rune of the psychic (absorb 790 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 790 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 474 for 5 turns) shielding rune of the sneak (absorb 474 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 474 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 577 for 5 turns) shielding rune of the sneak (absorb 577 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 577 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 693 for 6 turns) shielding rune of the wizard (absorb 693 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 693 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 636 for 8 turns) shielding rune of the wizard (absorb 636 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 636 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Tome of Uttercold Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Aditta AdittaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Wil Changes resistances: +6% blight / +5% arcane Amulets can have magical properties. |
Amyran the voratun amulet Amyran the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +12 Defense: +16 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str / +4 Dex Changes resistances: +2% physical Changes resistances cap: +3% all Changes damage: +12% physical Physical save: +26 (+8 eff.) Maximum stamina: +10.00 Amulets can have magical properties. |
Blazekiller BlazekillerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +9 Dex Changes resistances: +3% blight / +9% fire / +9% nature / +6% darkness Changes resistances penetration: +25% fire Spell save: +6 (+1 eff.) Amulets can have magical properties. |
Crackleblast the steel amulet Crackleblast the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 16 nature Changes damage: +21% lightning Talent mastery: +0.20 Chronomancy / Matter Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. 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. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% 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. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 203.70 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Veliyawe VeliyaweCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +9% lightning / +6% temporal / +18% acid Talent mastery: +0.26 Chronomancy / Spellbinding Mental save: +15 (+4 eff.) Blindness immunity: +15% Poison immunity: +15% Pinning immunity: +10% Amulets can have magical properties. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
insulating stralite amulet of perfection (0.27 Chronomancy / Timeline Threading,0.27 Chronomancy / Spellbinding) insulating stralite amulet of perfection (0.27 Chronomancy / Timeline Threading,0.27 Chronomancy / Spellbinding)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% fire / +17% cold Talent masteries: +0.27 Chronomancy / Timeline Threading +0.27 Chronomancy / Spellbinding Amulets can have magical properties. |
insulating voratun amulet of strength (+6) insulating voratun amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str Changes resistances: +19% fire / +21% cold Amulets can have magical properties. |
restful copper amulet of constitution (+3) restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Con Life regen: +1.00 Amulets can have magical properties. |
savior's gold amulet of mastery (0.18 Technique / Combat training) savior's gold amulet of mastery (0.18 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.18 Technique / Combat training Physical save: +10 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +11 (+3 eff.) Amulets can have magical properties. |
stabilizing copper amulet of healing stabilizing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Cut immunity: +50% Pinning immunity: +20% Knockback immunity: +23% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 389 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starlit voratun amulet of the eclipsestarlit voratun amulet of the eclipse Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 14% chance to inflict 15% damage reduction * 15% chance to blind Changes resistances: +30% light / +30% darkness Changes damage: +15% light / +12% darkness Blindness immunity: +47% Amulets can have magical properties. |
steel amulet 'Hellkarma' steel amulet 'Hellkarma'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes damage: +12% temporal / +18% fire Talent mastery: +0.18 Chronomancy / Spellbinding Amulets can have magical properties. |
voratun amulet 'Naturepython' voratun amulet 'Naturepython'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +2 Mag / +4 Cun Changes resistances: +12% nature Grants telepathy: Dragon Reduces incoming crit damage: 10.00% See invisible: +6 Amulets can have magical properties. |
warrior's copper amulet of constitution (+2) warrior's copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 21/30. 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. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Dregorn the steel ring Dregorn the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +5 Mag / +5 Con Grants telepathy: Demon/Minor Demon/Major Physical save: +10 (+3 eff.) Blindness immunity: +20% Stun/Freeze immunity: +15% Rings can have magical properties. |
Drerig the steel ring Drerig the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances penetration: +10% blight Critical mult.: +5.00% Blindness immunity: +28% Stun/Freeze immunity: +25% Life regen: +1.20 Mana when firing critical spell: +2.00 Spell crit. chance: +3% Infravision radius: +4 See stealth: +9 See invisible: +5 Rings can have magical properties. |
Eradorerin the copper ring Eradorerin the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% blight / +20% nature / +3% lightning Changes damage: +10% nature Blindness immunity: +15% Silence immunity: +10% Disarm immunity: +15% Knockback immunity: +20% Rings can have magical properties. |
Lisothra LisothraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +15% acid / +9% lightning / +12% mind / +5% arcane Physical save: +30 (+9 eff.) Teleport immunity: +15% Spellpower: +9 (+2 eff.) Rings can have magical properties. |
Loamraven the steel ring Loamraven the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +3 Mag / +4 Cun Changes resistances penetration: +5% fire Changes damage: +9% nature / +6% fire Mental save: +8 (+2 eff.) Confusion immunity: +20% Spellpower: +7 (+2 eff.) Rings can have magical properties. |
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 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. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the War Master 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 (+5 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Sungore the gold ring Sungore the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane / +54% fire Changes resistances penetration: +20% fire / +20% temporal Changes damage: +6% temporal / +15% fire Rings can have magical properties. |
Uridoleg UridolegPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+6 eff.) Armour penetration: +20 Physical power: +2 (+1 eff.) Armour: +4 Defense: +23 (+7 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -4% Changes stats: +11 Cun / +8 Mag Changes resistances: +20% arcane Changes damage: +20% arcane Mental save: +15 (+4 eff.) Confusion immunity: +50% Maximum life: +10.00 Spellpower: +14 (+3 eff.) Infravision radius: +2 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Uryregolen the voratun ring Uryregolen the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+5 eff.) Physical power: +19 (+8 eff.) Changes stats: +6 Dex / +6 Cun / +9 Con Changes resistances: +5% arcane / +15% temporal Changes damage: +9% temporal / +6% all Physical save: +18 (+6 eff.) Spellpower: +13 (+3 eff.) Mindpower: +14 (+3 eff.) Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+5 eff.) Physical power: +17 (+8 eff.) Changes stats: +9 Cun / +8 Dex Changes resistances penetration: +28% fire Changes damage: +6% blight / +8% all Stun/Freeze immunity: +44% Life regen: +4.00 Maximum mana: +60.00 Spellpower: +21 (+5 eff.) Mindpower: +17 (+4 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Urthasin' copper ring 'Urthasin'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +4 Mag / +3 Wil / +5 Cun / +3 Con Changes resistances: +12% blight Mental save: +7 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings 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: +29 (+10 eff.) Defense: +10 (+3 eff.) Changes stats: +7 Dex Movement speed: +22% 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: 2.0 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 23% for 5 turns. Rings can have magical properties. |
pixie's stralite ring of warding pixie's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances: +23% acid / +18% fire / +14% lightning / +18% cold Spellpower: +12 (+3 eff.) Rings can have magical properties. |
stralite ring 'Salulle' stralite ring 'Salulle'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +9 Str / +3 Con Changes resistances: +9% lightning / +9% cold / +15% darkness / +15% temporal Grants telepathy: Dragon Light radius: +3 Rings can have magical properties. |
voratun ring 'Mayyda' voratun ring 'Mayyda'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% lightning / +12% fire / +3% nature / +9% light Disarm immunity: +35% Pinning immunity: +48% Knockback immunity: +36% Maximum life: +39.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. flaming steel battleaxe (116% power, 2 apr)flaming steel battleaxe (116% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 116% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +16 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel battleaxe (142% power, 2 apr)warbringer's dwarven-steel battleaxe (142% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 143% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +16 (+7 eff.) Changes stats: +7 Con Changes resistances penetration: +14% physical Disarm immunity: +29% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing stralite dagger of massacre (145% power, 9 apr)arcing stralite dagger of massacre (145% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming voratun dagger of massacre (162% power, 9 apr)flaming voratun dagger of massacre (162% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 163% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +16 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of massacre (161% power, 9 apr)voratun dagger of massacre (161% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 161% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Betoba the voratun greatsword (176% power, 4 apr)Betoba the voratun greatsword (176% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +16 mind / +24 blight When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +4 Cun / +5 Mag Changes resistances: +9% blight Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Mental crit. chance: +8% See invisible: +12 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword (158% power, 3 apr)quick stralite greatsword (158% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 159% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +19 (+7 eff.) Changes stats: +9 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of firedragonbone longbow of fire Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +29 fire When wielded/worn: Changes damage: +26% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty elm longbowmighty elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +11 (+6 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady dragonbone longbow of coldsteady dragonbone longbow of cold Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 cold When wielded/worn: Accuracy: +23 (+8 eff.) Physical crit. chance: +11.0% Changes damage: +33% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Bokalathagas (155% power, 6 apr)Bokalathagas (155% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +60% Damage (Melee): +25 cold Burst (radius 1) on hit: +20 acid When wielded/worn: Fatigue: -14% Damage when hit (Melee): 12 acid Changes stats: +5 Str / +3 Con Changes resistances penetration: +30% acid Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Strikesin the voratun longsword (169% power, 6 apr)Strikesin the voratun longsword (169% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 169% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 54% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +36 lightning Burst (radius 1) on hit: +12 lightning When wielded/worn: Effects on melee hit: * 54% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil / +11 Mag Reduces incoming crit damage: 10.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun longsword of paradox (153% power, 6 apr)balanced voratun longsword of paradox (153% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +18 temporal When wielded/worn: Accuracy: +15 (+6 eff.) Defense: +15 (+5 eff.) Damage when hit (Melee): 20 temporal Changes resistances: +20% temporal Disarm immunity: +50% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword (153% power, 6 apr)voratun longsword (153% power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword 'Glowcrack' (154% power, 6 apr)voratun longsword 'Glowcrack' (154% power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 34% chance to cause random gloom * 54% chance to daze at end of turn Damage (Melee): +8 light / +25 mind / +16 nature Burst (radius 1) on hit: +20 light Burst (radius 2) on crit: +12 light When wielded/worn: Damage when hit (Melee): 12 light / 8 lightning Changes stats: +7 Cun / +7 Wil Changes resistances: +6% lightning / +18% nature Changes damage: +12% light Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Poravena the Scorpionpain (157% power, 6 apr)Poravena the Scorpionpain (157% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +19 nature / +18 temporal When wielded/worn: Changes stats: +4 Wil / +2 Mag Changes resistances: +6% nature Changes damage: +12% blight / +12% mind / +9% arcane Grants telepathy: Dragon Maximum hate: +6.00 Mental crit. chance: +6% Damage Shield penetration: +40% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Ivutira the drakeskin leather slingIvutira the drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +35 nature When wielded/worn: Ranged Defense: +4 (+1 eff.) Changes stats: +3 Str / +2 Wil Changes resistances: +6% acid / +18% temporal / +6% nature / +12% cold / +6% arcane / +7% all Changes resistances penetration: +15% nature Cut immunity: +20% Teleport immunity: +10% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling 'Erelolathantir'drakeskin leather sling 'Erelolathantir' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +13 fire When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +2.0% Changes stats: +2 Cun / +2 Wil Changes damage: +16% fire Maximum psi: +30.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. fungal drakeskin leather slingfungal drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +7 Con Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 260 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 178/200. 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." |
This item will automatically be transmogrified when you leave the level. Hathagund (136% power, 6 apr, physical element)Hathagund (136% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Changes stats: +3 Str Changes resistances: +3% physical / +15% mind / +12% cold Changes damage: +30% physical Grants telepathy: Dragon Talent granted: +1 Command Staff Reduces incoming crit damage: 20.00% Stun/Freeze immunity: +10% Spellpower: +19 (+4 eff.) Spell crit. chance: +9% See invisible: +12 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 72.88 to 87.46 physical damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging dragonbone vilestaff (136% power, 6 apr, blight element)surging dragonbone vilestaff (136% power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Haretorand the voratun waraxe (164% power, 6 apr)Haretorand the voratun waraxe (164% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 164% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Armour: +6 Changes stats: +3 Dex / +4 Mag / +3 Wil Changes resistances: +3% physical Life regen: +1.40 Maximum hate: +10.00 See invisible: +12 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. glacial voratun waraxe (149% power, 6 apr)glacial voratun waraxe (149% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +27 ice When wielded/worn: Armour: +15 Changes resistances penetration: +13% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe (151% power, 6 apr)voratun waraxe (151% power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
Whip of Urh'Rok (167% power, 0 apr) Whip of Urh'Rok (167% power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+3 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Darkrot DarkrotInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +6 Str / +13 Dex / +7 Wil / +13 Cun / +9 Lck Changes resistances: +12% darkness Changes resistances penetration: +20% arcane Changes damage: +9% darkness / +9% arcane Reduced damage from: +86% Summoned Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +20 (+6 eff.) Spell save: +19 (+5 eff.) Mental save: +17 (+4 eff.) Infravision radius: +5 A belt that goes around your waist. |
Sootpain SootpainInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +11% lightning / +12% temporal / +6% nature / +12% darkness Changes resistances penetration: +15% temporal Changes damage: +12% nature Reduced damage from: +37% Summoned Critical mult.: +15.00% Trap disarming bonus: +30 Stealth bonus: +14 Infravision radius: +5 A belt that goes around your waist. |
Strikequencher the drakeskin leather belt Strikequencher the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+3 eff.) Fatigue: -20% Damage when hit (Melee): 8 lightning Changes stats: +5 Cun / +5 Str Changes resistances: +12% lightning / +15% fire / +9% acid / +15% cold Critical mult.: +15.00% Reduces incoming crit damage: 17.00% Maximum encumbrance: +120 A belt that goes around your waist. |
drakeskin leather belt 'Undeathterror' drakeskin leather belt 'Undeathterror'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +15 Defense: +14 (+4 eff.) Fatigue: -10% Changes stats: +7 Str / +6 Dex / +3 Mag / +6 Cun / +2 Con Changes damage: +6% nature Reduced damage from: +42% Summoned Maximum encumbrance: +60 Physical save: +22 (+7 eff.) Mental crit. chance: +14% See invisible: +12 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. elven-silk cloak (3 def, 0 armour)elven-silk cloak (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. shadow elven-silk cloak (3 def, 0 armour)shadow elven-silk cloak (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +19% darkness Changes resistances penetration: +17% darkness Changes damage: +25% darkness Stealth bonus: +22 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Shockbraze (5 def, 0 armour)Shockbraze (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 16 arcane Changes stats: +6 Mag / +9 Wil Changes resistances: +20% blight / +30% darkness Changes resistances penetration: +10% lightning Changes damage: +20% blight / +20% darkness Silence immunity: +37% Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +19 (+4 eff.) Spell crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's elven-silk robe of light (+28%) (5 def, 0 armour)dreamer's elven-silk robe of light (+28%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +30% mind / +28% darkness / +25% light Changes damage: +17% light Physical save: +20 (+6 eff.) Spell save: +20 (+5 eff.) Mental save: +40 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of fire (+30%) (5 def, 0 armour)elven-silk robe of fire (+30%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +30% fire Changes damage: +20% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's elven-silk robe of the mountain (+20%) (5 def, 0 armour)stargazer's elven-silk robe of the mountain (+20%) (5 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Cun Changes resistances: +20% physical Changes damage: +20% physical / +19% light / +17% darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots (0 def, 5 armour)blood-soaked pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+3 eff.) Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of voratun boots of rushing (0 def, 5 armour)scholar's pair of voratun boots of rushing (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +4 Con Spellpower: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
This item will automatically be transmogrified when you leave the level. traveler's pair of voratun boots (0 def, 5 armour)traveler's pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. traveler's pair of voratun boots of uncanny dodging (9 def, 5 armour)traveler's pair of voratun boots of uncanny dodging (9 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -6% Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Branugochik (0 def, 3 armour)Branugochik (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold Changes resistances: +8% cold Changes damage: +21% acid / +11% cold / +6% temporal Critical mult.: +30.00% Mental save: +12 (+3 eff.) Mindpower: +10 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves of strength (+6) (0 def, 3 armour)drakeskin leather gloves of strength (+6) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+9 eff.) Armour: +3 Changes stats: +6 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of strength (+5) (0 def, 3 armour)voratun gauntlets of strength (+5) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+9 eff.) Armour: +3 Changes stats: +5 Str Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Galagoran (0 def, 15 armour)Galagoran (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage when hit (Melee): 16 blight / 10 physical Changes stats: +8 Str / +2 Dex / +10 Wil Changes resistances: +15% blight Changes resistances penetration: +15% physical Physical save: +12 (+4 eff.) Mental save: +15 (+4 eff.) Infravision radius: +4 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 181.7 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
augmenting elven-silk wizard hat of the mind (+20%) (3 def, 0 armour) augmenting elven-silk wizard hat of the mind (+20%) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +20% mind Changes damage: +14% acid / +15% lightning / +20% mind / +15% cold / +15% arcane / +15% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. grounding voratun helm of the bounder (0 def, 5 armour)grounding voratun helm of the bounder (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +9 Dex Changes resistances: +15% lightning / +15% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. miner's voratun helm (0 def, 11 armour)miner's voratun helm (0 def, 11 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather cap (0 def, 5 armour)prismatic drakeskin leather cap (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +20% light / +20% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. shielding elven-silk wizard hat of light (+24%) (3 def, 0 armour)shielding elven-silk wizard hat of light (+24%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Mag Changes resistances: +24% light Changes damage: +16% light Spell save: +14 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Cuthunik the voratun mail armour (5 def, 24 armour)Cuthunik the voratun mail armour (5 def, 24 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +24 Defense: +5 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 8 physical Changes resistances: +14% acid / +15% cold / +9% mind / +12% blight Changes damage: +27% mind Allows you to breathe in: water Physical save: +14 (+5 eff.) Mental save: +25 (+6 eff.) Life regen: +0.40 Stamina each turn: +1.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of command (20 def, 20 armour)voratun mail armour of command (20 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+6 eff.) Fatigue: +16% Changes stats: +4 Cun Mental save: +23 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of the void (3 def, 6 armour)hardened leather armour of the void (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 8 darkness Changes resistances: +22% darkness / +22% temporal Defense after a teleport: +22 Resist all after a teleport: +20% New effects duration reduction after a teleport: +22% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of the deep (2 def, 7 armour)spiked cured leather armour of the deep (2 def, 7 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 14 physical Changes resistances: +9% acid / +9% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of delving (4 def, 7 armour)spiked reinforced leather armour of delving (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 18 physical Changes stats: +9 Str Changes resistances: +18% darkness / +12% physical Light radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic voratun plate armour (9 def, 16 armour)prismatic voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +20% light / +20% darkness A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. elemental quiver of elven-wood arrows (18/18, 151% power, 14 apr)elemental quiver of elven-wood arrows (18/18, 151% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 152% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. insidious quiver of dragonbone arrows (19/19, 164% power, 18 apr)insidious quiver of dragonbone arrows (19/19, 164% power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 Damage (Ranged): +90 insidious poison Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of crippling (22/22, 164% power, 18 apr)quiver of dragonbone arrows of crippling (22/22, 164% power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 164% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +20.0% Capacity: 22 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows of daylight (20/20, 108% power, 5 apr)quiver of elm arrows of daylight (20/20, 108% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 108% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Damage (Ranged): +12 light Damage against: +15% Undead Arrows are used with bows to pierce your foes to death. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1641 alchemist agate 1641 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. |
9 onyx 9 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. |
3 aquamarine 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
4 opal 4 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. |
13 sapphire 13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 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. |
10 topaz 10 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. |
Adyra (dig speed 24 turns) Adyra (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +5 Str / +3 Wil / +2 Con Changes resistances: +6% temporal Mental save: +20 (+5 eff.) Blindness immunity: +25% Poison immunity: +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: 3.0 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 +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
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. |
8 emerald 8 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 jade 9 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. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 45.39 cold damage and 55.61 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Magmaslicer MagmaslicerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +7.0% Physical power: +4 (+2 eff.) Changes stats: +7 Con Changes damage: +6% fire Blindness immunity: +37% Confusion immunity: +30% Maximum life: +151.00 Light radius: +15 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
This item will automatically be transmogrified when you leave the level. dwarven lantern of the sundwarven lantern of the sun Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% darkness Changes damage: +15% light Damage affinity(heal): +5% light Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 70.27 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Atamathon's Lost Ruby Eye 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. |
68 alchemist bloodstone 68 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. |
13 bloodstone 13 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. |
26 fire opal 26 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. |
7 garnet 7 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 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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, costing 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 (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 790.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. acidic pouch of voratun shots (22/22, 164% power, 6 apr)acidic pouch of voratun shots (22/22, 164% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 164% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon crit: * splashes the target with acid Damage (Ranged): +19 acid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. acidic pouch of voratun shots of accuracy (22/22, 165% power, 6 apr)acidic pouch of voratun shots of accuracy (22/22, 165% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon crit: * splashes the target with acid Damage (Ranged): +20 acid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of voratun shots of accuracy (23/23, 166% power, 6 apr)hateful pouch of voratun shots of accuracy (23/23, 166% power, 6 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 Damage (Ranged): +30 darkness Damage against: +20% Living Shots are used with slings to pummel your foes to death. |
Honeywood Chalice 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 (+3 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. |
This item will automatically be transmogrified when you leave the level. Treereek [power 5] (10 cooldown)Treereek [power 5] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +15% mind Changes damage: +18% nature Grants telepathy: Humanoid/Orc Mental save: +42 (+10 eff.) Psi when hit: +0.16 Mindpower: +8 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +68 It can be used to remove up to 5 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 13 stamina. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
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, costing 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
20 diamond 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 moonstone 21 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 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. |
15 pearl 15 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. |
8 quartz 8 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. |
11 amber 11 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. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine 14 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
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
By paradox! the Cornac Paradox Mage level 45
44th Haze 123rd year of Ascendancy at 22:04 see stats
By paradox! the Cornac Paradox Mage level 50
26th Dusk 124th year of Ascendancy at 14:39 see stats
By paradox! the Cornac Paradox Mage level 45
42nd Haze 123rd year of Ascendancy at 21:11 see stats
By paradox! the Cornac Paradox Mage level 41
30th Haze 123rd year of Ascendancy at 04:19 see stats
By paradox! the Cornac Paradox Mage level 50
65th Haze 123rd year of Ascendancy at 12:00 see stats
By paradox! the Cornac Paradox Mage level 50
5th Allure 124th year of Ascendancy at 00:35 see stats
By paradox! the Cornac Paradox Mage level 16
64th Dusk 122nd year of Ascendancy at 13:07 see stats
By paradox! the Cornac Paradox Mage level 50
31st Pyre 124th year of Ascendancy at 19:23 see stats
By paradox! the Cornac Paradox Mage level 45
45th Haze 123rd year of Ascendancy at 21:07 see stats
By paradox! the Cornac Paradox Mage level 48
59th Haze 123rd year of Ascendancy at 09:17 see stats
By paradox! the Cornac Paradox Mage level 50
18th Haze 124th year of Ascendancy at 20:39 see stats
By paradox! the Cornac Paradox Mage level 29
32nd Pyre 123rd year of Ascendancy at 04:03 see stats
By paradox! the Cornac Paradox Mage level 36
77th Pyre 123rd year of Ascendancy at 20:08 see stats
By paradox! the Cornac Paradox Mage level 50
61st Dusk 124th year of Ascendancy at 09:54 see stats
By paradox! the Cornac Paradox Mage level 15
35th Dusk 122nd year of Ascendancy at 00:11 see stats
By paradox! the Cornac Paradox Mage level 50
9th Decay 123rd year of Ascendancy at 11:19 see stats
By paradox! the Cornac Paradox Mage level 47
55th Haze 123rd year of Ascendancy at 09:33 see stats
By paradox! the Cornac Paradox Mage level 24
78th Regrowth 123rd year of Ascendancy at 03:49 see stats
By paradox! the Cornac Paradox Mage level 29
36th Pyre 123rd year of Ascendancy at 19:16 see stats
By paradox! the Cornac Paradox Mage level 50
27th Haze 124th year of Ascendancy at 02:12 see stats
By paradox! the Cornac Paradox Mage level 20
4th Regrowth 123rd year of Ascendancy at 07:40 see stats
By paradox! the Cornac Paradox Mage level 37
6th Haze 123rd year of Ascendancy at 03:39 see stats
By paradox! the Cornac Paradox Mage level 50
76th Dusk 124th year of Ascendancy at 14:34 see stats
By paradox! the Cornac Paradox Mage level 50
9th Decay 123rd year of Ascendancy at 17:47 see stats
By paradox! the Cornac Paradox Mage level 33
63rd Pyre 123rd year of Ascendancy at 23:26 see stats
By paradox! the Cornac Paradox Mage level 31
45th Pyre 123rd year of Ascendancy at 21:13 see stats
By paradox! the Cornac Paradox Mage level 50
5th Allure 124th year of Ascendancy at 04:18 see stats
By paradox! the Cornac Paradox Mage level 50
25th Dusk 124th year of Ascendancy at 22:23 see stats
By paradox! the Cornac Paradox Mage level 10
8th Dusk 122nd year of Ascendancy at 08:10 see stats
By paradox! the Cornac Paradox Mage level 20
4th Regrowth 123rd year of Ascendancy at 05:00 see stats
By paradox! the Cornac Paradox Mage level 30
37th Pyre 123rd year of Ascendancy at 04:40 see stats
By paradox! the Cornac Paradox Mage level 40
22nd Haze 123rd year of Ascendancy at 15:35 see stats
By paradox! the Cornac Paradox Mage level 50
64th Haze 123rd year of Ascendancy at 09:29 see stats
By paradox! the Cornac Paradox Mage level 32
54th Pyre 123rd year of Ascendancy at 18:04 see stats
By paradox! the Cornac Paradox Mage level 50
40th Dusk 124th year of Ascendancy at 06:11 see stats
By paradox! the Cornac Paradox Mage level 50
27th Haze 124th year of Ascendancy at 02:11 see stats
By paradox! the Cornac Paradox Mage level 50
47th Dusk 124th year of Ascendancy at 07:47 see stats
By paradox! the Cornac Paradox Mage level 19
32nd Haze 122nd year of Ascendancy at 13:41 see stats
By paradox! the Cornac Paradox Mage level 28
3rd Pyre 123rd year of Ascendancy at 15:45 see stats
By paradox! the Cornac Paradox Mage level 46
52nd Haze 123rd year of Ascendancy at 17:53 see stats
By paradox! the Cornac Paradox Mage level 50
5th Allure 124th year of Ascendancy at 01:01 see stats
By paradox! the Cornac Paradox Mage level 25
80th Regrowth 123rd year of Ascendancy at 19:58 see stats
By paradox! the Cornac Paradox Mage level 47
55th Haze 123rd year of Ascendancy at 17:00 see stats
By paradox! the Cornac Paradox Mage level 10
9th Dusk 122nd year of Ascendancy at 15:24 see stats
By paradox! the Cornac Paradox Mage level 50
5th Flare 124th year of Ascendancy at 13:09 see stats
By paradox! the Cornac Paradox Mage level 50
27th Haze 124th year of Ascendancy at 02:12 see stats
By paradox! the Cornac Paradox Mage level 50
22nd Haze 124th year of Ascendancy at 06:37 see stats
By paradox! the Cornac Paradox Mage level 14
25th Dusk 122nd year of Ascendancy at 20:53 see stats
By paradox! the Cornac Paradox Mage level 50
15th Regrowth 124th year of Ascendancy at 20:36 see stats
By paradox! the Cornac Paradox Mage level 21
45th Regrowth 123rd year of Ascendancy at 20:17 see stats
By paradox! the Cornac Paradox Mage level 14
23rd Dusk 122nd year of Ascendancy at 07:25 see stats
By paradox! the Cornac Paradox Mage level 44
42nd Haze 123rd year of Ascendancy at 09:33 see stats
By paradox! the Cornac Paradox Mage level 7
1st Summertide 122nd year of Ascendancy at 22:51 see stats
Log
Ran for 1 turns (stop reason: detrimental status effect).
Reality smears around Paradox!.
Paradox! resists the teleport!
paradox! converts damage to paradox!
Elandar's warp mine: away hits paradox! for (10 resist armour), (2 dissipated), (1 converted), 3 temporal, (10 resist armour), (8 dissipated), (6 converted), 14 physical (17 total damage).
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Paradox! stops spinning fate.
Reality around Paradox! is coherent again.
Paradox! stops weaving fate.
The protective shield of Paradox! disappears.
High Sun Paladin Aeryn is firmly planted in reality.
Rested for 52 turns.
There is no portal to activate here.
Paradox! deactivates Gravity Locus.
Paradox! deactivates Reality Smearing.
Paradox! deactivates Chant of Fortress.
Paradox! deactivates Contingency.
Paradox! deactivates Disintegration.
Paradox! deactivates Yarrrr!!.
Paradox! deactivates Premonition.
Paradox! deactivates Energy Decomposition.
Paradox! deactivates Extension.
Paradox! deactivates Phase Pulse.
Paradox! deactivates Empower.
Paradox! deactivates Matter Weaving.