










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4Ashes of Urh'Rok 1.7.4Official Expansion!Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Doombringer Destroyer Reskin 1.7.6This allows Doombringers to select a different Destroyer form than just the Champion of Uhr'rok. Nothing against the Champ, but maybe some characters wanna look a little different when they hulk out. Now, the Destroyer can use any of the various demonic appearances, or even a number of non-demonic forms: a faeros of one size or another, a phoenix, and quite a bit more. Even dragons! (Wyrmics, you had your chance.) The text of Destroyer has been very slightly tweaked to reflect the more general and/or personal effect. I mostly aimed to include fire-elemental stuff, given the class, but there are some selections that don't really slot into either "demon" or "fire" — i.e., if you wanna morph into a big sandworm, that's also cool. There are two ways to configure this addon, both only visible to Doombringers:
I suspect the chosen setting will likely also impact the temporary Destroyer mode granted randomly by demon statues, too, though that's one thing I haven't tested. This addon has no mechanical component; it's purely cosmetic. It is also very easy to fork and extend, if desired; just add a new entry — a name and a filename — to the Width-variant tiles are not currently supported. --- CHANGELOG:
Embers of Rage 1.7.4Official Expansion!Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 43 / 69% |
| Size | big |
| Lifes / Deaths | Killed by Emira the green jelly at level 19 on the 53rd Dusk 122nd year of Ascendancy at 11:14 0 / 9Killed by ritch flamespitter at level 23 on the 70th Dusk 122nd year of Ascendancy at 12:41 Killed by Betara the cave bear at level 23 on the 5th Haze 122nd year of Ascendancy at 23:51 Killed by shadow at level 28 on the 29th Haze 122nd year of Ascendancy at 20:29 Killed by Aeryta the squid at level 32 on the 78th Haze 122nd year of Ascendancy at 21:30 Killed by Betuba the king cobra at level 41 on the 35th Dusk 123rd year of Ascendancy at 00:39 Killed by Zubunne the orc fighter at level 42 on the 42nd Dusk 123rd year of Ascendancy at 05:43 Killed by Aluin the Fallen at level 43 on the 68th Dusk 123rd year of Ascendancy at 20:23 Killed by Aluin the Fallen at level 43 on the 68th Dusk 123rd year of Ascendancy at 20:28 |
| Antimagic | Follower |
Primary Stats
| Strength | 130 (base 60) |
| Dexterity | 42 (base 23) |
| Constitution | 46 (base 32) |
| Magic | 12 (base 10) |
| Willpower | 97 (base 60) |
| Cunning | 23 (base 13) |
Resources
| Life | -407/1470 |
| Psi | 217/217 |
| Stamina | 502/502 |
| Equilibrium | 0 |
| Healing Factor | 1.5367804250994 |
| Regeneration | 44.950827434157 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 23.074207531484 |
| See Invisible | 29.074207531484 |
Offense: Mainhand
| Damage | 266 |
| Accuracy | 70 |
| Crit Chance | 36% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Lightning | +6% |
| Nature | +18% |
| Physical | +22% |
| Mind | +40% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Temporal | +20% |
| Lightning | +20% |
| Physical | +31% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44.723073231957 (96.438666929426%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 41 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 33%( 70%) |
| All | + 24%( 70%) |
| Darkness | + 33%( 70%) |
| Physical | + 30%( 70%) |
| Lightning | + 57%( 70%) |
| Mind | + 43%( 70%) |
| Fire | + 66%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 10% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 16% |
| Disarm Resistance | 39% |
Inscriptions (5/5)
| 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 995% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 237 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -845 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1690 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You abandoned injured seer, to death. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Layyldarin the hummerhorn. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Glorywen the orc corruptor. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 861. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed warg claw. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vampire lord fang. * You've found the needed pouch of luminous horror dust. 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. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Zyzor (20 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +3.0% Armour: +3 Defense: +20 (+7 eff.) Fatigue: -8% Damage when hit (Melee): 6 physical Changes stats: +6 Wil Changes damage: +24% mind Critical mult.: +15.00% Stamina each turn: +0.70 Maximum life: +46.00 Movement speed: +10% A pair of boots made of leather. |
| Light source | Blackwhisper the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +22 (+5 eff.) Armour: +6 Changes stats: +5 Str / +6 Wil / +7 Cun Changes resistances penetration: +15% darkness Changes damage: +9% darkness Critical mult.: +13.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Rimequake the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +30 (+6 eff.) Defense: +2 (+1 eff.) Changes stats: +8 Dex Changes resistances: +16% mind Changes resistances penetration: +15% cold / +20% physical Changes damage: +16% mind / +9% physical Stamina each turn: +3.00 Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
| Tool | Ce'Neba the Filthshaper [power 212] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 20% chance to slow global speed by 67% Changes stats: +7 Str / +6 Con Changes resistances penetration: +20% lightning Critical mult.: +20.00% Maximum stamina: +30.00 It can be used to sting an enemy dealing 250 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +13.00 Maximum life: +50.00 Healing mod.: +11% Rings make your fingers look great! |
| On fingers | gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +10% nature / +8% blight Poison immunity: +16% Disease immunity: +16% Stun/Freeze immunity: +30% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Quenchpyre'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +4 Mag / +6 Wil / +5 Con Changes resistances: +9% mind Changes resistances penetration: +11% physical Changes damage: +13% physical Infravision radius: +3 A belt that goes around your waist. |
| In main hand | Blazefame the stralite greatmaul (177% power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +13 (+4 eff.) Changes resistances: +20% acid / +16% lightning / +12% cold / +30% fire / +7% all Changes damage: +6% lightning Spell save: +25 (+8 eff.) Disarm immunity: +39% Massive two-handed mauls. |
| On hands | hardened leather gloves 'Halaruisin' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +5 Str / +8 Dex / +3 Cun Mental save: +15 (+5 eff.) Life regen: +5.00 Stamina each turn: +1.30 Maximum stamina: +16.00 Maximum psi: +30.00 Light radius: +3 See invisible: +6 When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Gorevault the voratun plate armour (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 67% Changes resistances: +25% lightning / +25% fire / +5% arcane Changes resistances penetration: +20% temporal Changes damage: +18% nature Life regen: +6.00 Maximum life: +68.00 Healing mod.: +17% A suit of armour made of metal plates. |
| Cloak | Eclipsebringer (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Changes stats: +1 Str / +2 Con Changes resistances: +12% darkness Teleport immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +64.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Beryhell'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes stats: +3 Wil Changes resistances: +3% lightning / +8% physical / +6% blight Life regen: +1.00 Stamina each turn: +0.50 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 319; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 319 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion (die at -578; dur 8; cd 33)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -578 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1156 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -564; dur 5; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -564 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1129 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the wizard (die at -455; dur 7; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -455 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 911 life, 14 duration) 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 nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 793%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 793% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 659%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 659% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 666; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 666 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 nature talent. |
regeneration infusion of the psychic (heal 557; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 557 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 nature talent. |
Rune of the Rift (538.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 538.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Layubeth the BrandtyphoonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Dex / +3 Wil Changes resistances: +3% temporal Changes resistances penetration: +10% fire Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Amulets make your neck look great! |
copper amulet 'Layosebeth'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 mind Changes stats: +5 Str / +5 Dex / +5 Wil Changes resistances: +15% mind / +9% blight Changes resistances penetration: +5% mind Amulets make your neck look great! |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
insulating copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +12% cold Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 348 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
savior's copper amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Critical mult.: +11.00% Physical save: +10 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +13 (+4 eff.) Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.10 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Talent mastery: +0.10 Technique / Combat techniques Pinning immunity: +23% Knockback immunity: +20% Amulets make your neck look great! |
Berirokor the SingehueCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Str / +3 Dex / +15 Con Changes damage: +12% fire / +7% physical Reduces incoming crit damage: 15.00% Combat speed: +10% Amulets make your neck look great! |
Chamaneg the BrandspawnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +4 Wil Changes resistances: +17% lightning / +12% fire Changes damage: +18% fire Stun/Freeze immunity: +30% Infravision radius: +3 See invisible: +18 Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
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." |
insulating steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +13% fire / +12% cold Amulets make your neck look great! |
steel amulet 'Bloomreeve'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 67% Damage when hit (Melee): 4 nature Changes resistances: +26% fire / +6% nature / +22% cold Changes damage: +3% nature / +6% physical Combat speed: +10% Amulets make your neck look great! |
Adotira the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +22% lightning / +2% physical / +15% mind Reduces incoming crit damage: 15.00% Blindness immunity: +20% Stun/Freeze immunity: +38% Maximum life: +100.00 Amulets make your neck look great! |
DarkjeerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +15% lightning Changes resistances penetration: +10% darkness Changes damage: +12% darkness Physical save: +14 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +19% Stun/Freeze immunity: +27% Mindpower: +8 (+2 eff.) See invisible: +6 Amulets make your neck look great! |
DelanikInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +12 Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +20% See invisible: +3 Rings make your fingers look great! |
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
psionicist's copper ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Blindness immunity: +20% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
wizard's copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +7 Rings make your fingers look great! |
Bethotta the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +2% physical / +5% arcane / +15% nature Physical save: +8 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+3 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% Maximum life: +60.00 Rings make your fingers look great! |
Cindercast the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% arcane Changes resistances penetration: +25% fire / +25% cold Blindness immunity: +28% Infravision radius: +4 See stealth: +9 See invisible: +9 Rings make your fingers look great! |
Cyretta the NoonknavePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 11% Damage when hit (Melee): 10 light Changes resistances: +5% arcane Spellpower: +8 (+4 eff.) Mindpower: +9 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
Floebearer the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +6% light Changes resistances penetration: +25% cold / +10% light / +25% fire Changes damage: +6% cold Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
steel ring 'Obsidiansmash'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Changes resistances: +50% darkness Changes damage: +28% darkness / +3% cold It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
wizard's steel ring of arcana (+0.16/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Silence immunity: +21% Mana each turn: +0.16 Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
FlashterrorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +6% fire Changes resistances penetration: +20% light Spell save: +18 (+6 eff.) Disarm immunity: +34% Confusion immunity: +20% Pinning immunity: +36% Stun/Freeze immunity: +20% Knockback immunity: +23% Maximum life: +29.00 Light radius: +3 Rings make your fingers look great! |
Migadin the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 38 Damage (Melee): 16 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 38 Damage (Ranged): 21 physical Damage when hit (Melee): 6 arcane Changes stats: +6 Cun Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +1.00 Maximum mana: +100.00 Maximum hate: +11.00 Mindpower: +30 (+8 eff.) Mental crit. chance: +7% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Winterreeve the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight / 10 cold Changes resistances penetration: +25% temporal Changes damage: +15% blight Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +38.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
gold ring 'Brodyromilen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +25 (+5 eff.) Changes resistances penetration: +25% physical Disarm immunity: +36% Pinning immunity: +38% Knockback immunity: +33% Maximum life: +37.00 Maximum mana: +100.00 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
gold ring 'Mucussmasher'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 67% Damage when hit (Melee): 6 nature Changes stats: +5 Cun Blindness immunity: +37% Spellpower: +25 (+8 eff.) Light radius: +3 Infravision radius: +5 See stealth: +13 See invisible: +41 Rings make your fingers look great! |
Adywyn the DeepsbornCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 8 darkness / 10 lightning Changes stats: +9 Str / +8 Con Changes resistances: +12% lightning / +6% darkness Changes resistances penetration: +5% lightning Rings make your fingers look great! |
GlimmerobeisanceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 67% Changes resistances: +18% fire / +5% arcane / +20% light Changes damage: +21% cold It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Halyneg the DimgloryInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 6 darkness Changes resistances: +20% darkness / +36% fire Changes damage: +9% darkness / +48% fire Rings make your fingers look great! |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
Eksatin's Ultimatum (175% power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
balanced voratun battleaxe of rage (168% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +29 (+8 eff.) Defense: +14 (+5 eff.) Changes stats: +3 Str Changes damage: +14% physical Disarm immunity: +56% Massive two-handed battleaxes. |
Phlegmwarden the iron greatmaul (116% power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 116% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 67% When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +9 Con / +9 Wil Changes resistances: +3% nature Changes resistances penetration: +15% nature Changes damage: +18% nature / +3% cold Maximum life: +28.00 Massive two-handed mauls. |
Spellcrusher (139% power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Leladovon the dwarven-steel greatmaul (154% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 155% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +7 Physical crit. chance: +9.0% Physical power: +16 (+4 eff.) Changes stats: +10 Con / +10 Wil Changes resistances: +6% light / +3% blight Changes resistances penetration: +10% physical Maximum life: +55.00 Healing mod.: +15% Massive two-handed mauls. |
dwarven-steel greatmaul 'Lightrupture' (153% power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 154% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 light When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +24 Physical crit. chance: +21.0% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes resistances penetration: +10% physical Critical mult.: +16.00% Massive two-handed mauls. |
inquisitor's stralite greatmaul of massacre (178% power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 179% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Deals 111 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Massive two-handed mauls. |
Deepsdash (142% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 143% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 darkness Damage (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Changes damage: +9% blight Massive two-handed swords. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
blazebringer's voratun greatsword of evisceration (177% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +82 fire When wielded/worn: Physical crit. chance: +16.0% Physical power: +12 (+3 eff.) Changes resistances penetration: +12% fire Global speed: +10% Massive two-handed swords. |
Floweroozer the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +6 Con Changes resistances: +15% acid / +7% all Changes resistances penetration: +20% nature Changes damage: +10% acid Mana when firing critical spell: +1.00 Spellpower: +10 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
impenetrable stralite mail armour (4 def, 20 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
impenetrable stralite mail armour of lightning resistance (4 def, 17 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +18% lightning A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 43 power out of 80/80) : Effective talent level: 3.0 Power cost: 43 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 39.78 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Alolemas (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage (Melee): 12 acid / 10 fire Damage when hit (Melee): 9 acid / 11 fire Changes stats: +3 Wil Changes resistances: +13% acid / +13% fire Changes damage: +9% mind Mental save: +18 (+6 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Mindpower: +15 (+4 eff.) A suit of armour made of metal plates. |
Bethemina the Skywake (0 def, 16 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +4 Cun Changes resistances: +7% acid / +9% physical / +8% cold / +7% lightning / +7% fire Changes damage: +3% lightning / +6% mind / +9% blight Critical mult.: +20.00% Equilibrium when hit: +0.12 Damage Shield penetration: +20% A suit of armour made of metal plates. |
steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +5% acid / +6% physical / +7% cold / +7% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +23% Knockback immunity: +22% A suit of armour made of metal plates. |
Porissra the Winterobsidian (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 blight Changes resistances: +44% cold Changes resistances penetration: +25% cold Changes damage: +12% cold A suit of armour made of metal plates. |
cleansing dwarven-steel plate armour of the dragon (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +7% acid / +7% physical / +8% lightning / +12% blight / +6% cold / +11% nature / +7% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +27% A suit of armour made of metal plates. |
Isassra (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage (Melee): 20 acid / 14 fire Damage when hit (Melee): 11 acid / 10 fire / 2 arcane Changes resistances: +13% lightning / +6% temporal / +14% light / +21% fire / +3% nature / +38% acid / +9% physical / +11% cold / +16% darkness Talent cooldown: Rush (-5 turns) Poison immunity: +20% Disarm immunity: +24% Stun/Freeze immunity: +29% Knockback immunity: +22% Life regen: +2.00 A suit of armour made of metal plates. |
impenetrable stralite plate armour of command (10 def, 32 armour)Requires: - Massive armour training - Strength 48 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Defense: +10 (+3 eff.) Fatigue: +22% Changes stats: +2 Cun Mental save: +18 (+6 eff.) A suit of armour made of metal plates. |
noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +17% Summoned Reduced damage from: +18% Summoned A belt that goes around your waist. |
rough leather belt 'Belyroddamnir'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +6% acid / +12% darkness / +5% blight Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Thunderbrace'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +3 Str Changes resistances: +1% physical Changes resistances penetration: +5% lightning Maximum life: +34.00 A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Relgenarildir the AirworthInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind / 6 lightning Changes stats: +4 Wil Changes resistances penetration: +25% lightning Reduces incoming crit damage: 15.00% Maximum life: +54.00 Light radius: +3 Infravision radius: +3 A belt that goes around your waist. |
Stormspike the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +3% acid / +12% light / +3% darkness Changes damage: +6% lightning Reduces incoming crit damage: 5.00% Spell save: +10 (+3 eff.) Cut immunity: +20% Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Cyravea'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% acid / +2% physical / +8% cold / +8% fire / +5% arcane / +38% lightning Changes resistances penetration: +10% arcane Stun/Freeze immunity: +20% Only die when reaching: -80.00 life A belt that goes around your waist. |
hardened leather belt 'Layebreda'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +9 (+3 eff.) Changes resistances: +8% cold / +12% fire / +9% temporal Changes damage: +3% mind Stealth bonus: +7 Spell save: +8 (+2 eff.) Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Tarrerig'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 6 physical Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances: +6% blight Changes resistances penetration: +10% physical Critical mult.: +20.00% Trap disarming bonus: +20 Stealth bonus: +10 Spell save: +18 (+6 eff.) Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Infravision radius: +5 A belt that goes around your waist. |
Gorelerozor (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +3 Wil / +3 Cun Changes resistances: +12% light / +9% acid Reduces incoming crit damage: 10.00% Mental save: +12 (+4 eff.) Confusion immunity: +20% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Woecast (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Wil Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Critical mult.: +15.00% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubyrialeta the linen cloak (1 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +2 Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Str / +3 Wil Changes resistances: +3% mind Changes resistances penetration: +15% physical Mental save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubuwyn the Blazeoath (10 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes stats: +5 Str / +5 Dex / +5 Wil Changes resistances: +6% lightning Physical save: +15 (+5 eff.) Spell save: +17 (+5 eff.) Mental save: +33 (+11 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 67 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
elven-silk cloak 'Getokor' (17 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+6 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 mind Changes stats: +2 Str / +4 Wil / +3 Con Changes resistances: +3% acid / +6% blight Changes damage: +6% mind Physical save: +10 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Zyfast' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +15 Mag / +14 Wil Changes resistances penetration: +10% blight Spell save: +22 (+7 eff.) Maximum mana: +123.00 Spellpower: +25 (+8 eff.) Spell crit. chance: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Smoldertreason' (10 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Defense: +10 (+3 eff.) Changes resistances: +6% lightning / +9% temporal Changes damage: +9% physical / +3% fire A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of disengagement (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +3 (+1 eff.) Armour: +3 Changes stats: +3 Cun / +2 Dex It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of invasion (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +3 Changes resistances penetration: +10% physical A pair of boots made of leather. |
Cyrida the pair of drakeskin leather boots (15 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +15 (+5 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +15% lightning / +13% temporal / +1% physical Changes damage: +6% arcane Reduces incoming crit damage: 15.00% Physical save: +5 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +10% Only die when reaching: -60.00 life A pair of boots made of leather. |
pair of drakeskin leather boots 'Brodikalthondil' (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: -8% Damage when hit (Melee): 6 arcane Changes stats: +5 Cun / +6 Con Changes resistances: +5% arcane Maximum encumbrance: +23 Physical save: +28 (+9 eff.) Mental save: +23 (+7 eff.) Equilibrium when hit: +0.08 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% Infravision radius: +1 A pair of boots made of leather. |
pair of drakeskin leather boots 'Offalenvy' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: -9% Effects on melee hit: * 20% chance to slow global speed by 67% Changes stats: +12 Lck / +7 Dex Changes resistances: +12% temporal Stealth bonus: +10 Stamina each turn: +0.70 Maximum life: +44.00 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Bethumitha the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +3% lightning / +6% fire / +6% nature / +6% cold Pinning immunity: +20% Maximum life: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazewind (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +2 Wil Changes resistances: +9% light Changes resistances penetration: +10% light / +10% cold Changes damage: +21% cold Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkquell (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +2 Con Changes resistances penetration: +5% darkness / +10% light Changes damage: +3% darkness / +6% mind Physical save: +11 (+4 eff.) Mental save: +11 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boltvalor (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 2 nature Changes stats: +5 Str / +5 Con Changes resistances: +12% nature / +9% lightning Changes damage: +6% lightning / +9% cold / +6% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lisorira the pair of dwarven-steel boots (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +7 Fatigue: +3% Changes stats: +3 Str Changes resistances: +9% light Mental save: +6 (+2 eff.) Blindness immunity: +20% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadowguile the pair of dwarven-steel boots (6 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +3 Dex Changes resistances: +9% cold / +9% nature / +6% darkness Changes damage: +9% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Hazereeve' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% lightning / +9% temporal / +3% light / +12% fire / +5% arcane / +3% cold Changes damage: +6% cold Stamina each turn: +0.40 Maximum stamina: +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots of strife (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Con / +4 Wil Changes resistances penetration: +6% physical Life regen: +4.00 Mindpower: +5 (+2 eff.) Healing mod.: +14% It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Radhidrabar the hardened leather gloves (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Effects on melee hit: * 10% chance to reduce armor by 11% Changes stats: +4 Str Changes resistances: +12% acid Pinning immunity: +20% Teleport immunity: +10% Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +60.00 When used to modify unarmed attacks: Power: 126% Range: 1.1x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Silama the Duskmortal (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +12% lightning / +3% temporal Changes damage: +3% darkness Mental save: +8 (+2 eff.) Disease immunity: +20% Life regen: +2.00 Maximum life: +74.00 When used to modify unarmed attacks: Power: 123% Range: 1.1x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cracklewilder (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes resistances penetration: +15% lightning Changes damage: +24% lightning / +9% mind / +12% acid Life regen: +6.00 Stamina each turn: +1.10 Maximum stamina: +28.00 Maximum hate: +4.00 Mindpower: +10 (+3 eff.) When used to modify unarmed attacks: Power: 116% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets of strength (+7) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +7 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+4 eff.) When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Galaith' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex / +2 Wil / +3 Cun Changes damage: +12% mind Mental save: +15 (+5 eff.) Psi when hit: +0.32 Mindpower: +15 (+4 eff.) When used to modify unarmed attacks: Power: 123% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Velulaith' (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +2 Fatigue: +3% Changes stats: +4 Con Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Stamina each turn: +0.60 Psi each turn: +0.19 Only die when reaching: -20.00 life When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Velotta the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 28 cold / 11 fire Changes resistances: +8% fire / +16% cold Changes resistances penetration: +10% blight Changes damage: +8% fire / +6% arcane / +14% cold Critical mult.: +5.00% Mana each turn: +0.04 Spellpower: +20 (+7 eff.) Spell crit. chance: +1% When used to modify unarmed attacks: Power: 139% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Ice Breath (20% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +22 ice / +10 fire Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets of strength (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str Life regen: +6.00 Stamina each turn: +1.20 Maximum stamina: +32.00 When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
sand voratun gauntlets of dexterity (+3) (0 def, 10 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +18 (+5 eff.) Armour: +10 Fatigue: +5% Damage (Melee): 8 physical Changes stats: +3 Dex Changes damage: +5% physical When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +17.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +9 physical Damage (radius 2) on crit: +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Mayotta' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 7 darkness Changes stats: +5 Cun / +3 Con Changes resistances: +8% darkness Changes resistances penetration: +15% mind Changes damage: +7% darkness Physical save: +17 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +43% Life regen: +5.30 Stamina each turn: +0.60 Psi each turn: +0.13 Equilibrium when hit: +0.12 Mindpower: +15 (+4 eff.) When used to modify unarmed attacks: Power: 133% Range: 1.4x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 7% chance to reduce damage dealt by 31% Damage (Melee): +10 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Balyruidrabers the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +1 (+0 eff.) Changes stats: +1 Dex / +4 Con Changes resistances: +16% nature / +3% acid Changes resistances penetration: +5% acid / +5% physical Changes damage: +11% nature A pointy cloth hat, very wizardly... |
Scabblight the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Defense: +1 (+0 eff.) Changes resistances penetration: +5% nature Changes damage: +6% physical Psi each turn: +0.14 Only die when reaching: -60.00 life Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Morningslice' (12 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +12 (+4 eff.) Damage when hit (Melee): 2 mind Changes stats: +5 Wil Changes resistances: +6% light / +4% physical Physical save: +8 (+3 eff.) A pointy cloth hat, very wizardly... |
Flashquick the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +15% light Critical mult.: +10.00% Equilibrium when hit: +0.16 Maximum hate: +8.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% A cap made of leather. |
Halihad (5 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Changes resistances: +6% lightning / +5% temporal / +2% physical Changes damage: +9% mind A cap made of leather. |
rough leather cap of trickery (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +3 Dex A cap made of leather. |
Grinidin the Chargesear (7 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Defense: +7 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 lightning / 6 mind Changes stats: +3 Cun Changes resistances: +6% mind / +6% lightning Changes resistances penetration: +20% lightning Changes damage: +6% lightning A cap made of leather. |
Stormpride (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +18% lightning / +13% light / +7% fire / +12% darkness / +7% cold Changes resistances penetration: +5% arcane Changes damage: +15% lightning Physical save: +7 (+2 eff.) Mental save: +9 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.6 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 16 power out of 45/45) : Effective talent level: 2.0 Power cost: 16 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 28.70 mind and 22.34 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 22% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 22. Terrified: Deals 7.00 mind and 5.45 darkness damage per turn and increases cooldowns by 34%. Haunted: Causes the target to suffer 11.09 mind and 8.63 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Voidreeve (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes resistances: +15% acid / +8% fire / +6% light / +7% cold Changes resistances penetration: +5% darkness Changes damage: +3% light A cap made of leather. |
Zanostir the Frigidlace (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Cun / +3 Con Changes resistances: +8% fire / +6% mind / +26% cold Light radius: +3 A cap made of leather. |
hardened leather cap 'Bethavea' (6 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 67% * 20 arcane resource burn Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +12% lightning / +15% cold / +6% darkness A cap made of leather. |
hardened leather cap 'Gleldarin' (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +5% arcane / +4% all Changes resistances penetration: +20% mind Changes damage: +9% arcane Physical save: +8 (+3 eff.) A cap made of leather. |
prismatic hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% cold / +11% light / +13% darkness Allows you to breathe in: water A cap made of leather. |
Arthandil the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +2 Dex / +8 Wil Changes resistances: +6% physical / +9% nature / +15% darkness Physical save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm of strength (+6) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Str It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 891.5 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+3) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +3 Con Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of the depths (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren iron helm of strength (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Wil Changes resistances: +6% blight Mental save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Searwrecker (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +2 Con Changes resistances: +6% blight / +11% cold / +9% temporal Changes resistances penetration: +5% fire Allows you to breathe in: water Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Thundersun the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 lightning / 10 physical Changes stats: +7 Con Changes resistances penetration: +25% physical Changes damage: +6% physical Physical save: +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zerakhad the Searraptor (0 def, 8 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +4% physical / +6% fire / +12% darkness / +16% cold Allows you to breathe in: water Spell save: +12 (+4 eff.) Cut immunity: +20% Teleport immunity: +10% Maximum life: +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +10 Dex Changes resistances: +15% darkness Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's dwarven-steel helm of the bounder (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +7 Dex Changes resistances: +7% acid / +9% fire / +10% lightning / +9% cold It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 891.5 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Ichorgrit' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Mag Changes resistances: +8% lightning / +7% temporal Changes damage: +12% acid / +9% nature Light radius: +2 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 34 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Vorida the Gleamfoe (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +8 Dex / +9 Wil / +15 Cun / +6 Con Changes resistances: +6% lightning Changes damage: +15% lightning / +9% light Mindpower: +8 (+2 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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. |
7 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. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
3 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. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 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. |
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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 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. |
713 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. |
EmidaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% fire / +12% nature / +3% darkness Changes damage: +6% mind Mental save: +3 (+1 eff.) Only die when reaching: -40.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Ereladir the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% cold / +3% all Changes resistances penetration: +15% mind Spell save: +12 (+4 eff.) Teleport immunity: +20% Life regen: +4.00 Equilibrium when hit: +0.08 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
MagmafistCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes damage: +3% fire Critical mult.: +15.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Mindpower: +10 (+3 eff.) Light radius: +6 Infravision radius: +2 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(148 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
XanathraInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Defense: +25 (+8 eff.) Changes stats: +3 Cun Maximum life: +42.00 Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Loruregontir the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Str Changes resistances: +5% physical Changes damage: +6% mind Critical mult.: +15.00% Only die when reaching: -40.00 life Maximum life: +53.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 238.71 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+2 eff.) Light radius: +6 See stealth: +8 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +29% Confusion immunity: +17% Light radius: +9 See stealth: +10 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Saluna'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 11% Damage when hit (Melee): 2 arcane / 30 fire Changes resistances: +6% acid / +20% darkness / +10% blight / +7% fire / +5% arcane Changes resistances penetration: +10% arcane / +5% acid Changes damage: +14% light Damage affinity(heal): +5% light Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +5 See invisible: +12 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 33 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Erelintir (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +5 (+1 eff.) Fatigue: -5% Changes stats: +5 Str / +3 Con Changes resistances: +6% acid Stamina each turn: +3.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brutal dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+2 eff.) Changes stats: +2 Str Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Islatira' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +9% darkness / +3% cold Stun/Freeze immunity: +20% Teleport immunity: +10% Life regen: +4.00 Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +6% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 13 power out of 25/25) : Effective talent level: 5.0 Power cost: 13 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Festerslice the iron torque of clear mind [power 1] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +5 Changes stats: +4 Con Changes resistances: +9% nature It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Neremina the steel torque of clear mind [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +3 Dex / +3 Mag Changes damage: +12% physical Spell save: +9 (+3 eff.) Maximum mana: +40.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
extending dwarven-steel torque of psionic shield [power 65] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 65 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
focusing dwarven-steel torque of mindblast [power 230] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 322 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Sepsisgrit [power 206] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +25 (+8 eff.) Damage when hit (Melee): 8 nature Changes resistances: +9% fire Physical save: +15 (+5 eff.) Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging [power 248] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 293 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Searrock' [power 39] (17 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +4 Changes stats: +1 Str Changes resistances penetration: +10% fire Changes damage: +6% physical It can be used to harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50% Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+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. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Krerin the Thalore Berserker level 39
25th Dusk 123rd year of Ascendancy at 01:57 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Krerin the Thalore Berserker level 32
80th Haze 122nd year of Ascendancy at 16:52 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Krerin the Thalore Berserker level 38
20th Dusk 123rd year of Ascendancy at 15:06 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Krerin the Thalore Berserker level 23
78th Dusk 122nd year of Ascendancy at 22:11 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Krerin the Thalore Berserker level 41
37th Dusk 123rd year of Ascendancy at 04:03 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Krerin the Thalore Berserker level 10
3rd Summertide 122nd year of Ascendancy at 21:33 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Krerin the Thalore Berserker level 40
33rd Dusk 123rd year of Ascendancy at 18:05 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Krerin the Thalore Berserker level 37
16th Dusk 123rd year of Ascendancy at 00:34 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Krerin the Thalore Berserker level 24
7th Haze 122nd year of Ascendancy at 18:11 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Krerin the Thalore Berserker level 31
65th Haze 122nd year of Ascendancy at 08:22 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Krerin the Thalore Berserker level 30
47th Haze 122nd year of Ascendancy at 12:25 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Krerin the Thalore Berserker level 32
80th Haze 122nd year of Ascendancy at 16:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Krerin the Thalore Berserker level 10
3rd Summertide 122nd year of Ascendancy at 21:32 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Krerin the Thalore Berserker level 20
54th Dusk 122nd year of Ascendancy at 23:00 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Krerin the Thalore Berserker level 30
42nd Haze 122nd year of Ascendancy at 10:17 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Krerin the Thalore Berserker level 40
30th Dusk 123rd year of Ascendancy at 10:28 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Krerin the Thalore Berserker level 32
2nd Wintertide 123rd year of Ascendancy at 14:24 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Krerin the Thalore Berserker level 35
1st Summertide 123rd year of Ascendancy at 02:48 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Krerin the Thalore Berserker level 18
46th Dusk 122nd year of Ascendancy at 09:33 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Krerin the Thalore Berserker level 41
33rd Dusk 123rd year of Ascendancy at 22:01 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Krerin the Thalore Berserker level 32
80th Haze 122nd year of Ascendancy at 16:52 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Krerin the Thalore Berserker level 24
7th Haze 122nd year of Ascendancy at 20:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Krerin the Thalore Berserker level 6
79th Pyre 122nd year of Ascendancy at 16:32 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Krerin the Thalore Berserker level 32
80th Haze 122nd year of Ascendancy at 16:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Krerin the Thalore Berserker level 11
14th Dusk 122nd year of Ascendancy at 19:30 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Krerin the Thalore Berserker level 43
62nd Dusk 123rd year of Ascendancy at 07:39 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Krerin the Thalore Berserker level 27
29th Haze 122nd year of Ascendancy at 19:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Krerin the Thalore Berserker level 17
34th Dusk 122nd year of Ascendancy at 18:08 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Krerin the Thalore Berserker level 43
68th Dusk 123rd year of Ascendancy at 20:23 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Krerin the Thalore Berserker level 37
19th Dusk 123rd year of Ascendancy at 09:29 see stats
Log
Krerin is lost in despair!
Mindrot hits Krerin for 20 mind, 19 darkness (39 total damage).
Aluin the Fallen receives 48 healing from Unnatural Body.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
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Keyboard input temporarily disabled.
Aluin the Fallen repels an attack from Krerin.
Aluin the Fallen casts Searing Light.
Aluin the Fallen hits Krerin for 233 light damage.
Krerin overcomes the gloom
Krerin has recovered!
Talent Infusion: Wild is ready to use.
Talent Rush is ready to use.
Krerin is dismayed!
Mindrot hits Krerin for 19 mind, 18 darkness (37 total damage).
Aluin the Fallen's light area effect hits Krerin for 111 light damage.
Aluin the Fallen casts Wave of Power.
Krerin damages himself through Martyrdom!
Krerin HEALS from acid damage!
Krerin hits Aluin the Fallen for 288 physical, 8 arcane, 7 healing (296 total damage) [7 healing].
Melee retaliation hits Aluin the Fallen for 6 physical, 5 cold (10 total damage).
Aluin the Fallen hits Krerin for 84 physical, 2 arcane, 453 physical (539 total damage).
Melee retaliation hits Krerin for 11 acid, 6 healing, 15 blight, 20 light, 12 fire (58 total damage) [6 healing].
Krerin the level 43 thalore berserker was swiped to death by Aluin the Fallen on level 2 of Trollmire.



















































































































































