Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Brawler |
Level / Exp | 50 / 770% |
Size | medium |
Lifes / Deaths | Killed by Forgery of Haze (Xerukira the minotaur) at level 32 on the 4th Shortage 123rd year of Ascendancy at 14:31 / 1 |
Primary Stats
Strength | 104 (base 60) |
Dexterity | 113 (base 60) |
Constitution | 64 (base 26) |
Magic | 11 (base 7) |
Willpower | 19 (base 8) |
Cunning | 104 (base 60) |
Resources
Mana | 0/635 |
Psi | 109/109 |
Life | 1702/1702 |
Positive | 0/197 |
Stamina | 340/340 |
Healing Factor | 2.0561538461539 |
Regeneration | 14.907115384616 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -5 |
Infravision | 12 |
See Stealth | 45.575238763606 |
See Invisible | 45.575238763606 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 183 |
Accuracy | 72 |
Crit Chance | 67% |
APR | 67 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Offense: Damage Penetration
All | +14% |
Defense: Base
Armour (hardiness) | 66.999999999996 (66.09865470852%) |
Defense | 59 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 64 |
Mental Save | 49 |
Defense: Resistances
All | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Bleed Resistance | 60% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
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 mental or physical effect and reduce all damage taken by 37% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 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. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 304 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 10 turns. While Heroism is active, you will only die when reaching -973 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Conditioning | 1.10 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 35% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by lesser vampire. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You failed to protect the lone alchemist from death by Aerorin the ghast. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by skeleton archer. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1211. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Geyathra the pair of drakeskin leather boots (11 def, 16 armour) =Insane farportal gear Geyathra the pair of drakeskin leather boots (11 def, 16 armour) =Insane farportal gear |
On hands | At Least It Has Double Jab (0 def, 3 armour) At Least It Has Double Jab (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom * 30% chance to daze at end of turn Damage (Melee): 40 mind / 40 darkness Changes stats: +11 Str / +5 Dex / +5 Cun Changes resistances penetration: +5% lightning / +5% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) Mental save: -5 (-1 eff.) Life regen: +3.90 Stamina each turn: +2.00 Maximum stamina: +40.00 Mindpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +8 temporal Burst (radius 1) on hit: +12 nature / +4 lightning Burst (radius 2) on crit: +4 temporal It can be used to activate talent Ruined Earth, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Silawyn the drakeskin leather cap (7 def, 20 armour) Silawyn the drakeskin leather cap (7 def, 20 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +20 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +5 Cun / +14 Dex Changes resistances: +3% darkness / +3% temporal / +3% light / +4% all Changes resistances penetration: +10% acid Physical save: +13 (+3 eff.) Mental save: +6 (+2 eff.) Maximum mana: +80.00 A cap made of leather. |
Tool | stralite torque of charged psionic shield 'Radianceglory' [power 105] (15 cooldown) =5 phys,7mind,100= stralite torque of charged psionic shield 'Radianceglory' [power 105] (15 cooldown) =5 phys,7mind,100=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +2 Wil Maximum wards: +5 physical / +7 mind / +6 darkness Changes damage: +9% mind Talent cooldown: Silence (-1 turn) Talents granted: +2 Ward +5 Silence Mental save: +3 (+1 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.08 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 105 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | voratun ring 'Elyriadawe' voratun ring 'Elyriadawe'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +14 Str / +6 Con Changes resistances: +6% lightning / +6% temporal Critical mult.: +3.00% Spell save: +40 (+10 eff.) Life regen: +2.00 Stamina each turn: +0.80 Maximum life: +88.00 Maximum stamina: +40.00 Healing mod.: +30% Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | Toxinwing the voratun amulet Toxinwing the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * Slows global speed by 30% Changes stats: +16 Dex / +8 Cun / +4 Con Changes resistances: +12% nature Changes resistances penetration: +5% arcane / +10% nature Cut immunity: +60% Life regen: +1.10 Stamina each turn: +1.10 Movement speed: +10% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 250 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Main armor | Flashblack (5 def, 8 armour) Flashblack (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 4 temporal Changes resistances: +20% acid / +30% physical / +18% lightning / +5% arcane / +26% fire / +10% mind / +20% cold Changes resistances penetration: +10% fire Changes damage: +15% fire Critical mult.: +18.00% Physical save: +24 (+6 eff.) Mental save: +25 (+9 eff.) Mindpower: +14 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
Light source | Finally FinallyInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +10 Cun Changes resistances: +6% fire Changes resistances penetration: +14% all Physical save: +10 (+3 eff.) Spell save: +30 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +78.00 Maximum mana: +60.00 Maximum vim: +20.00 Light radius: -4 Infravision radius: +9 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | Delethad (3 def, 0 armour) Delethad (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Effects on melee hit: * 24% chance to disease Damage when hit (Melee): 4 arcane Changes stats: +4 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +4 Con Changes resistances penetration: +25% blight / +15% arcane Changes damage: +9% arcane Spell save: +14 (+4 eff.) Maximum mana: +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 22 power out of 30/30) : Effective talent level: 4.8 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 58 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Inventory
Primal Infusion (affinity 16%; cure magical, physical, mental) Primal Infusion (affinity 16%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 312) healing infusion of the duelist (heal 312)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 312 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 325) healing infusion of the duelist (heal 325)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 325 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 308) healing infusion of the sneak (heal 308)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 308 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+7 for 8 turns, die at -678) heroism infusion of the psychic (+7 for 8 turns, die at -678)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 8 turns. While Heroism is active, you will only die when reaching -678 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+22 for 10 turns, die at -1082) heroism infusion of the sneak (+22 for 10 turns, die at -1082)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 10 turns. While Heroism is active, you will only die when reaching -1082 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+9 for 12 turns, die at -534) heroism infusion of the wizard (+9 for 12 turns, die at -534)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 12 turns. While Heroism is active, you will only die when reaching -534 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (1008% speed; 6 turns) movement infusion of the duelist (1008% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1008% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (721% speed; 5 turns) movement infusion of the duelist (721% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 721% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (717% speed; 5 turns) movement infusion of the duelist (717% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 717% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (676% speed; 6 turns) movement infusion of the duelist (676% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 676% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (531% speed; 7 turns) movement infusion of the psychic (531% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (704% speed; 6 turns) movement infusion of the sneak (704% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 704% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (711% speed; 7 turns) movement infusion of the sneak (711% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 711% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (652% speed; 7 turns) movement infusion of the sneak (652% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 652% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (881% speed; 5 turns) movement infusion of the sneak (881% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 881% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (553% speed; 6 turns) movement infusion of the titan (553% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 577 over 5 turns) regeneration infusion of the sneak (heal 577 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 577 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (282 acid damage; disarm 5 turns with power 66) acid wave rune of the warrior (282 acid damage; disarm 5 turns with power 66)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 282.34 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 66 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 551 for 5 turns) shielding rune of the titan (absorb 551 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 551 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 171) teleportation rune of the duelist (range 171)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 171 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 140) teleportation rune of the sneak (range 140)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 140 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 37) teleportation rune of the wizard (range 37)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 37 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Fulebers =15 armor,teleport= Fulebers =15 armor,teleport=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +15 Changes resistances: +9% lightning / +9% temporal / +12% mind Spell save: +30 (+8 eff.) Blindness immunity: +10% Teleport immunity: +50% It can be used to teleport you randomly (rad 46), putting all charms on cooldown for 11 turns. Amulets can have magical properties. |
Glarestrike GlarestrikeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +12 Changes stats: +6 Con Changes damage: +6% light Critical mult.: +10.00% Physical save: +15 (+4 eff.) Life regen: +1.60 Maximum life: +83.00 Light radius: +3 See invisible: +3 Amulets can have magical properties. |
Guldatta the voratun amulet Guldatta the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Armour: +9 Changes resistances: +3% blight / +22% fire / +30% cold Critical mult.: +14.00% Reduces incoming crit damage: 10.00% Blindness immunity: +30% Confusion immunity: +20% Infravision radius: +7 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
Scorchtrail ScorchtrailInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +3 Cun Changes resistances: +9% mind / +12% fire Changes resistances penetration: +10% fire Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 22 power out of 30/30) : Effective talent level: 4.0 Power cost: 22 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 16% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Firekiller FirekillerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +3 Changes stats: +2 Dex / +3 Mag Changes damage: +3% physical / +12% fire Critical mult.: +3.00% Spell save: +6 (+2 eff.) Rings can have magical properties. |
Hettotir the copper ring Hettotir the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +1.0% Changes stats: +4 Str Critical mult.: +6.00% Physical save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 22 power out of 30/30) : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Xerowen the voratun ring =Blinding Speed= Xerowen the voratun ring =Blinding Speed=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +12 (+3 eff.) Defense: +12 (+3 eff.) Changes resistances: +28% acid / +22% fire / +26% lightning / +24% cold Changes damage: +6% arcane Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mana each turn: +0.12 Spellpower: +8 (+8 eff.) Mindpower: +13 (+4 eff.) Movement speed: +21% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 3.3 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Unstoppable Mauler (159% power, 15 apr) Unstoppable Mauler (159% power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+5 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 13 power out of 18/18) : Effective talent level: 3.0 Power cost: 13 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
voratun greatsword 'Thunderoracle' (175% power, 4 apr) =5 Projection= voratun greatsword 'Thunderoracle' (175% power, 4 apr) =5 Projection=Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) Damage (Melee): +17 lightning / +8 physical When wielded/worn: Accuracy: +23 (+6 eff.) Armour penetration: +14 Changes stats: +3 Dex Changes resistances penetration: +12% physical Changes damage: +3% lightning Healing mod.: +20% Massive two-handed swords. |
Butcher (159% power, 12 apr) Butcher (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Spellblade (161% power, 0 apr) Spellblade (161% power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+17 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
voratun longsword 'Gyrenne' (178% power, 6 apr) =Blight, 178= voratun longsword 'Gyrenne' (178% power, 6 apr) =Blight, 178=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 178% Range: 1.4x Uses stat: 100% Str Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +11 nature / +15 temporal When wielded/worn: Changes stats: +2 Str Changes resistances: +12% blight Reduces incoming crit damage: 5.00% Mana each turn: +0.04 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
Core of the Forge (127% power, 40 apr, dreamforge damage) Core of the Forge (127% power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 25.15 mind damage, 26.51 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.05 mind and 2.16 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Nexus of the Way (124% power, 40 apr, mind damage) Nexus of the Way (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 44 power out of 60/60) : Effective talent level: 1.0 Power cost: 44 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Crystal Shard (113% power, 4 apr, physical element) Crystal Shard (113% power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+11 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 33 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element) Staff of Arcane Supremacy (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+14 eff.) It can be used to activate talent Arcane Supremacy (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Urtheregokor (136% power, 6 apr, cold element) Urtheregokor (136% power, 6 apr, cold element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +23.0% Physical power: +15 (+3 eff.) Armour: +15 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Con Changes resistances: +9% cold / +6% arcane / +1% physical Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +33.00% Mental save: +30 (+10 eff.) Life regen: +2.00 Spellpower: +35 (+22 eff.) Spell crit. chance: +9% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
Flashrace the drakeskin leather belt Flashrace the drakeskin leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +8 Wil / +5 Cun Changes resistances: +13% lightning / +11% temporal Changes resistances penetration: +20% mind / +20% fire Physical save: +25 (+6 eff.) Spell save: +13 (+4 eff.) Mental save: +27 (+9 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Xobrema the hardened leather belt =21 armor= Xobrema the hardened leather belt =21 armor=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +21 Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% fire / +6% light / +11% cold Changes resistances penetration: +10% mind Blindness immunity: +25% Poison immunity: +10% Only die when reaching: -60.00 life A belt that goes around your waist. |
drakeskin leather belt 'Erelyldir' drakeskin leather belt 'Erelyldir'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +6 Wil Changes resistances: +15% blight Changes resistances penetration: +20% blight / +5% temporal Changes damage: +9% blight Spell save: +29 (+8 eff.) Mental save: +30 (+10 eff.) Vim when firing critical spell: +2.00 Maximum life: +83.00 Spellpower: +11 (+10 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Vorimira' =Telepathy All= hardened leather belt 'Vorimira' =Telepathy All=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Wil Grants telepathy: Dragon All Mental save: +8 (+3 eff.) Spellpower: +7 (+7 eff.) See invisible: +6 A belt that goes around your waist. |
Dazzlescar the cashmere cloak (2 def, 0 armour) Dazzlescar the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +2 Mag / +4 Wil / +8 Cun Critical mult.: +13.00% Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glowzephyr (10 def, 7 armour) =72 spellpowers= Glowzephyr (10 def, 7 armour) =72 spellpowers=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Changes stats: +5 Wil / +12 Mag Changes resistances: +9% lightning / +19% light / +10% blight / +8% fire / +10% cold / +19% darkness Changes damage: +13% light / +6% blight Physical save: +18 (+5 eff.) Spell save: +31 (+8 eff.) Mental save: +15 (+5 eff.) Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +16 Maximum life: +50.00 Spellpower: +15 (+12 eff.) Spell crit. chance: +2% Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hellravage the elven-silk robe (5 def, 0 armour) =80 msave, lucid= Hellravage the elven-silk robe (5 def, 0 armour) =80 msave, lucid=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 16 fire Changes resistances: +49% mind / +27% cold / +59% darkness / +9% nature Changes damage: +18% cold / +18% nature / +6% fire Physical save: +38 (+10 eff.) Spell save: +34 (+9 eff.) Mental save: +80 (+23 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Buyon the pair of hardened leather boots (9 def, 32 armour) Buyon the pair of hardened leather boots (9 def, 32 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +32 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +2 Str Changes damage: +12% mind Critical mult.: +20.00% Mindpower: +6 (+2 eff.) Infravision radius: +3 A pair of boots made of leather. |
Poromira (13 def, 4 armour) =blindside= Poromira (13 def, 4 armour) =blindside=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +13 (+3 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances: +5% arcane Changes resistances penetration: +7% physical Changes damage: +9% temporal Disease immunity: +5% Life regen: +2.60 Mindpower: +6 (+2 eff.) Healing mod.: +19% It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Prismtorrent (0 def, 5 armour) =35% phys pen= Prismtorrent (0 def, 5 armour) =35% phys pen=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 light Changes resistances penetration: +35% physical Changes damage: +9% light Stamina each turn: +1.20 Only die when reaching: -60.00 life Maximum life: +40.00 A pair of boots made of leather. |
Arydedor the drakeskin leather gloves (0 def, 9 armour) =Juggernaut,Bshout= Arydedor the drakeskin leather gloves (0 def, 9 armour) =Juggernaut,Bshout=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str / +3 Dex / +6 Mag / +6 Con Changes resistances: +3% darkness Grants telepathy: Humanoid/Orc Physical save: +29 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +24 (+8 eff.) Disarm immunity: +50% Life regen: +4.00 Stamina each turn: +1.80 Maximum life: +78.00 Maximum stamina: +22.00 When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +27 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 22 cooldown : Effective talent level: 4.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent 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% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% 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. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 12 power out of 24/24) : Effective talent level: 4.0 Power cost: 12 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Meh (0 def, 3 armour) Meh (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold / 14 nature / 20 darkness Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances: +10% cold / +9% nature / +13% darkness Changes damage: +9% physical / +8% darkness / +6% blight / +11% cold / +10% nature Talent mastery: +0.20 Technique / Grappling Critical mult.: +9.00% Disarm immunity: +49% Only die when reaching: -20.00 life When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Disarm (10% chance level 5). On weapon hit: * 15% chance to inflict 15% damage reduction * 47% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 blight Burst (radius 2) on crit: +15 nature / +15 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Pureire the drakeskin leather gloves (0 def, 11 armour) Pureire the drakeskin leather gloves (0 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +14.0% Armour: +11 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 10 physical Changes resistances penetration: +15% nature Changes damage: +9% physical Critical mult.: +13.00% Physical save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +50% Spell crit. chance: +13% Mental crit. chance: +12% Light radius: +2 When used to modify unarmed attacks: Power: 140% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +8 light / +14 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Mana Clash (5% chance level 1). When this weapon hits: Destroy Magic (100% chance level 3). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
drakeskin leather gloves 'Elybretira' (0 def, 19 armour) drakeskin leather gloves 'Elybretira' (0 def, 19 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +19 Damage (Melee): 15 physical Changes stats: +6 Dex Changes resistances: +12% nature Changes damage: +11% physical Reduces incoming crit damage: 16.00% Mental save: +15 (+5 eff.) Blindness immunity: +5% Maximum life: +72.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +14 physical Burst (radius 2) on crit: +15 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+3 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 25.60 fire and 22.32 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
drakeskin leather cap 'Poronne' (0 def, 14 armour) =Energize,14armor,8arpen= drakeskin leather cap 'Poronne' (0 def, 14 armour) =Energize,14armor,8arpen=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +8 Physical crit. chance: +3.0% Armour: +14 Fatigue: +5% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +4 Dex / +5 Cun Changes resistances: +15% temporal Only die when reaching: -100.00 life A cap made of leather. |
drakeskin leather cap 'Ravenschism' (11 def, 5 armour) =damage= drakeskin leather cap 'Ravenschism' (11 def, 5 armour) =damage=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Armour: +5 Defense: +11 (+3 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Cun / +4 Dex Changes resistances: +15% lightning / +9% temporal Reduces incoming crit damage: 15.00% Silence immunity: +10% Disarm immunity: +10% Teleport immunity: +10% A cap made of leather. |
Arcquake the drakeskin leather armour (16 def, 8 armour) =20 Apen= Arcquake the drakeskin leather armour (16 def, 8 armour) =20 Apen=Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +9.0% Armour: +8 Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +9 Str Changes resistances: +26% acid / +13% physical / +18% darkness Changes damage: +18% mind / +3% lightning Mental save: +32 (+11 eff.) Stamina each turn: +1.30 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+9 eff.) It can be used to turn yourself invisible (power 29, based on Cunning and Magic) for 10 turns, costing 36 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
hardened leather armour 'Dawnguile' (14 def, 6 armour) =second wind= hardened leather armour 'Dawnguile' (14 def, 6 armour) =second wind=Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +11.0% Physical power: +7 (+2 eff.) Armour: +6 Defense: +14 (+4 eff.) Fatigue: +8% Changes resistances: +3% light / +18% cold Changes resistances penetration: +25% light Changes damage: +3% light Critical mult.: +12.00% Stamina each turn: +0.90 Light radius: +3 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 139 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Bethewe (12 def, 16 armour, 212.5 block) Bethewe (12 def, 16 armour, 212.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +16 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 cold Effects when hit in melee: * 17% chance to daze at end of turn Damage when hit (Melee): 16 ice Changes stats: +5 Dex Changes resistances: +20% lightning / +20% physical / +5% arcane Changes resistances penetration: +10% mind Changes damage: +3% mind Talent granted: +5 Block Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 72 power out of 100/100. The very essence of bearness! |
Void Quiver (0/0, 156% power, 30 apr) Void Quiver (0/0, 156% power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 36 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
1792 alchemist agate 1792 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. |
3 onyx 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. |
lapis lazuli 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ce'Nenne the dwarven-steel pickaxe (dig speed 15 turns) =20 armor, phys res= Ce'Nenne the dwarven-steel pickaxe (dig speed 15 turns) =20 armor, phys res=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +20 Defense: +16 (+4 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +6 Str / +3 Dex Changes resistances: +14% physical Physical save: +6 (+2 eff.) Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 58 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald 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. |
3 jade 3 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. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 72 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Demonravage =30 SP= Demonravage =30 SP=Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -20% Damage when hit (Melee): 24 fire Changes stats: +3 Wil / +15 Mag Changes resistances: +12% darkness Changes resistances penetration: +25% darkness Reduces incoming crit damage: 18.00% Spellpower: +17 (+13 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Oh Fuck You Merchant Oh Fuck You MerchantPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 59 fire Changes stats: +3 Cun / +2 Dex Changes resistances: +14% blight / +20% fire / +15% darkness Blindness immunity: +50% Confusion immunity: +30% Spellpower: +3 (+3 eff.) Spell crit. chance: +6% Light radius: +13 Infravision radius: +6 See stealth: +24 See invisible: +55 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 5.0 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Polamira the alchemist's lamp Polamira the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 13 fire Changes stats: +7 Str / +5 Con Changes resistances: +8% fire Changes resistances penetration: +10% mind Grants telepathy: Humanoid/Orc Mental save: +20 (+7 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
SIGH SIGHPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 29 fire Changes stats: +6 Con Changes resistances: +15% blight / +10% fire / +9% temporal Changes resistances penetration: +20% blight Changes damage: +3% arcane Physical save: +17 (+4 eff.) Spell save: +59 (+15 eff.) Mental save: +20 (+7 eff.) Life regen: +6.50 Maximum life: +73.00 Spellpower: +2 (+2 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern 'Mayeressra' brass lantern 'Mayeressra'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% blight Changes resistances penetration: +20% blight Changes damage: +3% blight / +12% temporal Light radius: +4 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 health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +4 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. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
52 alchemist bloodstone 52 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 376.74 fire damage (based on Magic), costing 36 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) 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, costing 146 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (4/4) Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 248.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 18 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glowgrit [power 5] (8 cooldown) =5 Mental, 9 turns= Glowgrit [power 5] (8 cooldown) =5 Mental, 9 turns=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +9% light / +6% temporal Talent granted: +1 Ward Reduces incoming crit damage: 15.00% Mental save: +9 (+3 eff.) Only die when reaching: -80.00 life Light radius: +3 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
Venomqueller [power 173] (15 cooldown) Venomqueller [power 173] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Fatigue: -12% Changes stats: +3 Wil / +3 Con Changes resistances: +9% nature / +18% temporal Changes resistances penetration: +20% nature / +15% temporal Changes damage: +9% nature / +18% temporal It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation 'Lustreoath' [power 53] (22 cooldown) =psychoport= stralite torque of psychoportation 'Lustreoath' [power 53] (22 cooldown) =psychoport=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% light Changes damage: +9% light Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Mental save: +35 (+12 eff.) Maximum hate: +6.00 Mindpower: +6 (+2 eff.) It can be used to teleport randomly (rad 53), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of clear mind [power 3] (9 cooldown) supercharged dwarven-steel torque of clear mind [power 3] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of thorny skin 'Rotarc' [power 90] (15 cooldown) =10acid,10nature,10light= dragonbone totem of thorny skin 'Rotarc' [power 90] (15 cooldown) =10acid,10nature,10light=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +10 acid / +10 nature / +10 light Changes damage: +9% nature Talent cooldown: Rushing Claws (-1 turn) Talents granted: +5 Rushing Claws +2 Ward Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum vim: +10.00 Spellpower: +8 (+8 eff.) Spell crit. chance: +5% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Polulrana the Blazekin [power 193] (8 cooldown) Polulrana the Blazekin [power 193] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +7 Dex Maximum wards: +2 lightning / +2 temporal / +3 blight / +3 fire / +3 cold Changes resistances penetration: +20% physical Talent granted: +1 Ward Physical save: +26 (+7 eff.) Only die when reaching: -80.00 life It can be used to fire a bolt of a random element with (base) damage 96 to 193, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 22 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. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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. |
2 amber 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. |
Achievements
By DwarfStance the Dwarf Brawler level 33
9th Shortage 123rd year of Ascendancy at 06:14 see stats
By DwarfStance the Dwarf Brawler level 29
37th Dearth 123rd year of Ascendancy at 05:03 see stats
By DwarfStance the Dwarf Brawler level 33
7th Shortage 123rd year of Ascendancy at 10:57 see stats
By DwarfStance the Dwarf Brawler level 50
10th Shortage 124th year of Ascendancy at 04:29 see stats
By DwarfStance the Dwarf Brawler level 40
35th Steel 124th year of Ascendancy at 10:35 see stats
By DwarfStance the Dwarf Brawler level 50
17th Wealth 124th year of Ascendancy at 10:44 see stats
By DwarfStance the Dwarf Brawler level 38
1st Steel 124th year of Ascendancy at 12:52 see stats
By DwarfStance the Dwarf Brawler level 50
6th Loss 124th year of Ascendancy at 01:38 see stats
By DwarfStance the Dwarf Brawler level 44
28th Stralite 124th year of Ascendancy at 09:53 see stats
By DwarfStance the Dwarf Brawler level 14
11st Wealth 122nd year of Ascendancy at 22:14 see stats
By DwarfStance the Dwarf Brawler level 36
13rd Iron 124th year of Ascendancy at 08:36 see stats
By DwarfStance the Dwarf Brawler level 29
5th Dearth 123rd year of Ascendancy at 15:59 see stats
By DwarfStance the Dwarf Brawler level 28
39th Profit 123rd year of Ascendancy at 15:11 see stats
By DwarfStance the Dwarf Brawler level 49
26th Profit 124th year of Ascendancy at 01:37 see stats
By DwarfStance the Dwarf Brawler level 20
40th Dearth 122nd year of Ascendancy at 05:39 see stats
By DwarfStance the Dwarf Brawler level 26
3rd Stralite 123rd year of Ascendancy at 19:03 see stats
By DwarfStance the Dwarf Brawler level 50
30th Profit 124th year of Ascendancy at 08:06 see stats
By DwarfStance the Dwarf Brawler level 47
6th Profit 124th year of Ascendancy at 17:23 see stats
By DwarfStance the Dwarf Brawler level 29
37th Dearth 123rd year of Ascendancy at 05:43 see stats
By DwarfStance the Dwarf Brawler level 50
2nd Shortage 124th year of Ascendancy at 03:45 see stats
By DwarfStance the Dwarf Brawler level 10
12nd Profit 122nd year of Ascendancy at 18:05 see stats
By DwarfStance the Dwarf Brawler level 20
39th Dearth 122nd year of Ascendancy at 04:38 see stats
By DwarfStance the Dwarf Brawler level 30
18th Loss 123rd year of Ascendancy at 18:31 see stats
By DwarfStance the Dwarf Brawler level 40
26th Steel 124th year of Ascendancy at 17:11 see stats
By DwarfStance the Dwarf Brawler level 50
26th Profit 124th year of Ascendancy at 09:33 see stats
By DwarfStance the Dwarf Brawler level 46
19th Voratun 124th year of Ascendancy at 18:01 see stats
By DwarfStance the Dwarf Brawler level 24
11st Iron 123rd year of Ascendancy at 09:38 see stats
By DwarfStance the Dwarf Brawler level 50
19th Dearth 124th year of Ascendancy at 12:19 see stats
By DwarfStance the Dwarf Brawler level 38
23rd Steel 124th year of Ascendancy at 00:27 see stats
By DwarfStance the Dwarf Brawler level 22
7th Loss 122nd year of Ascendancy at 08:06 see stats
By DwarfStance the Dwarf Brawler level 36
28th Iron 124th year of Ascendancy at 06:28 see stats
By DwarfStance the Dwarf Brawler level 5
20th Voratun 122nd year of Ascendancy at 04:38 see stats
By DwarfStance the Dwarf Brawler level 7
8th Profit 122nd year of Ascendancy at 14:04 see stats
By DwarfStance the Dwarf Brawler level 29
37th Dearth 123rd year of Ascendancy at 05:03 see stats
By DwarfStance the Dwarf Brawler level 45
7th Voratun 124th year of Ascendancy at 12:12 see stats
By DwarfStance the Dwarf Brawler level 7
3rd Acquisition 122nd year of Ascendancy at 16:45 see stats
By DwarfStance the Dwarf Brawler level 41
21st Gold 124th year of Ascendancy at 12:09 see stats
By DwarfStance the Dwarf Brawler level 28
42nd Stralite 123rd year of Ascendancy at 01:03 see stats
By DwarfStance the Dwarf Brawler level 21
7th Loss 122nd year of Ascendancy at 06:08 see stats
By DwarfStance the Dwarf Brawler level 15
20th Wealth 122nd year of Ascendancy at 13:02 see stats
By DwarfStance the Dwarf Brawler level 32
4th Shortage 123rd year of Ascendancy at 14:31 see stats
By DwarfStance the Dwarf Brawler level 32
5th Shortage 123rd year of Ascendancy at 04:09 see stats
Log
DwarfStance deactivates Striking Stance.
DwarfStance deactivates Trained Reactions.