Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Instant Projectiles 1.5.5 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 42 / 48% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 95 (base 39) |
| Dexterity | 41 (base 12) |
| Constitution | 64 (base 14) |
| Magic | 112 (base 60) |
| Willpower | 125 (base 60) |
| Cunning | 117 (base 60) |
Resources
| Mana | 831/831 |
| Life | 1458/1458 |
| Paradox | 36 |
| Soul | 10/10 |
| Equilibrium | 10 |
| Steam | 100/100 |
| Positive | 0/153 |
| Stamina | 470/470 |
| Psi | 215/215 |
| Healing Factor | 1.2461538461539 |
| Regeneration | 5.7946153846156 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 27 |
| Infravision | 6 |
| See Stealth | 24 |
| See Invisible | 24 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 76 |
| Crit Chance | 64% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 76 |
| Crit Chance | 63% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 78% |
| Speed | 1 |
| Cooldown Reduction | 89.999999999997 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +31% |
| Arcane | +29% |
| Cold | +51% |
| All | +11% |
| Lightning | +56% |
| Light | +31% |
| Temporal | +24% |
| Mind | +23% |
| Darkness | +45% |
Offense: Damage Penetration
| Acid | +15% |
| Temporal | +5% |
| Darkness | +8% |
| Arcane | +10% |
| Lightning | +50% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 64.268591263751 (89.859154929577%) |
| Defense | 29 |
| Ranged Defense | 34 |
| Fatigue | 15 |
| Physical Save | 67 |
| Spell Save | 65 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 32%( 70%) |
| Cold | + 19%( 70%) |
| All | 0%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 20%( 75%) |
| Mind | + 48%( 70%) |
| Lightning | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 30% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Silence Resistance | 76% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 58% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 59% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 828 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 612 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 620 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 9 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 328.16 to 984.48 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Undead drake | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Retribution |
| talent | Hurricane |
| talent | Arcane Combat |
| talent | Quicken Spells |
| talent | Mitosis |
| talent | Phase Pulse |
| talent | Tempest |
| talent | Arcane Feed |
| talent | Spellcraft |
| talent | Raze |
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is moving is 30% faster. 3 Celerity |
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves) | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 36. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of squid ink. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed pouch of bone giant dust. * You've found the needed pouch of faeros ash. 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 faerlhing fang. * You've found the needed vial of fire wyrm saliva. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Telos's Staff CrystalRequires: - Level 35 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Damage (Melee): 50 draining blight Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Lowers spell cool-downs by: 10% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. This item has been sent to the Item's Vault. |
| On hands | Ruthless Grip (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Talent granted: +5 Iron Grip Disarm immunity: +100% Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 181.84 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
| Light source | dwarven lantern 'Anyrothel' Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Con / +1 Wil Changes resistances: +15% blight Changes resistances penetration: +10% arcane Changes damage: +20% light Spell save: +6 (+2 eff.) Blindness immunity: +48% Confusion immunity: +30% Life regen: +4.40 Mana each turn: +0.16 Mana when firing critical spell: +3.00 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +77.00 Light radius: +14 See stealth: +24 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
| On head | NOTE: mana on crit,eldritchGlowumbra (3 def, 0 armour) Requires: - Level 35 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +2 Mag / +7 Wil / +7 Cun Changes resistances: +18% mind / +6% light Changes damage: +18% arcane Silence immunity: +50% Mana each turn: +2.90 Mana when hit: +3.00 Mana when firing critical spell: +4.00 Maximum mana: +110.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +6% Mindpower: +5 (+1 eff.) Mental crit. chance: +4% Light radius: +3 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
| On feet | NOTE: Double spellbinding!Footloose (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 mind Changes stats: +11 Mag / +3 Wil Changes resistances penetration: +5% nature Changes damage: +12% mind Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +50 Physical save: +42 (+10 eff.) Spell save: +27 (+7 eff.) Mental save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Lowers spell cool-downs by: 20% Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
| Tool | NOTE: double quickening!!Double-Quick (dig speed 10 turns) Requires: - Level 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical crit. chance: +11.0% Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 16 blight Changes stats: +12 Str / +10 Wil / +6 Cun / +2 Con Physical save: +12 (+3 eff.) Lowers spell cool-downs by: 20% Mental crit. chance: +15% Light radius: +3 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
| On fingers | steel ring 'Ce'Nunor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +7 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes damage: +5% all Critical mult.: +6.00% Silence immunity: +26% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +19 (+4 eff.) Mindpower: +9 (+2 eff.) Rings can have magical properties. |
| On fingers | stralite ring 'Glita'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +21% acid Changes resistances penetration: +5% acid / +5% temporal Changes damage: +3% temporal / +6% all Mental save: +9 (+2 eff.) Disarm immunity: +36% Confusion immunity: +34% Pinning immunity: +33% Knockback immunity: +34% Maximum life: +32.00 Spellpower: +9 (+2 eff.) Mindpower: +12 (+3 eff.) Rings can have magical properties. |
| Around neck | Zemekkys' Broken HourglassRequires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. This item has been sent to the Item's Vault. |
| In main hand | Telos's Staff (Top Half) (35-42 power, 0 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. The set is complete. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% lightning Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. This item has been sent to the Item's Vault. |
| Around waist | NOTE: triple giant?hardened leather belt 'Dawnhash' Requires: - Level 15 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +14 (+3 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +8 Str / +9 Con Changes resistances penetration: +10% acid Physical save: +15 (+4 eff.) Spell save: +7 (+2 eff.) Light radius: +1 Size category: +3 A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In off hand | 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. The set is complete. 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 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. This item has been sent to the Item's Vault. |
| Cloak | Xanyna (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +14% darkness / +30% lightning Changes resistances penetration: +8% darkness Changes damage: +14% darkness Stealth bonus: +10 Stun/Freeze immunity: +50% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +38.00 Spellpower: +8 (+2 eff.) Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour 'Mayotira' (15 def, 29 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +29 Defense: +15 (+8 eff.) Fatigue: +26% Damage when hit (Melee): 8 light Changes stats: +2 Str / +2 Dex / +4 Wil / +4 Cun / +2 Con Changes resistances: +17% blight / +19% cold / +18% darkness Reduces incoming crit damage: 50.00% Mental save: +10 (+2 eff.) Light radius: +2 A suit of armour made of metal plates. |
Inventory
steam generator implant of the sneak (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.1 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 16)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.7 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the psychic (862% 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 862% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (756% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 756% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (788% 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 788% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (858% 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 858% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (880% 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 880% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 18%; 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: 19 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 18% (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. |
heroism infusion of the warrior (+23 for 11 turns, die at -839)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -839 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. 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. |
biting gale rune of the duelist (184 cold damage; freeze 3 turns with power 48)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: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 184.16 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 48 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
biting gale rune of the sneak (368 cold damage; freeze 3 turns with power 80)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: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 367.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 80 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
biting gale rune of the wizard (359 cold damage; freeze 3 turns with power 79)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: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 358.96 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 79 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
heat beam rune of the sneak (439 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 439.32 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
lightning rune of the psychic (534 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 178.10 to 534.30 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
AeryrabInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Mag / +3 Wil / +3 Cun Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Light radius: +2 Amulets can have magical properties. |
Burnveil the steel amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +1 Mag Changes resistances: +16% fire / +14% cold Changes damage: +11% physical / +5% darkness / +6% fire / +5% temporal / +5% light Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Combat speed: +10% Amulets can have magical properties. |
DazzleministerCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to blind Changes stats: +4 Dex / +1 Mag / +2 Wil / +4 Cun / +4 Con Talent mastery: +0.13 Psionic / Thought-Forms Mental save: +6 (+1 eff.) Confusion immunity: +16% Life regen: +0.50 Stamina each turn: +0.40 Mana each turn: +0.04 Spellpower: +2 (+0 eff.) Mindpower: +8 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 333 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
GloomreaperInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+3 eff.) Changes stats: +6 Lck / +1 Wil Changes resistances: +9% mind / +6% darkness Physical save: +13 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +12% Mindpower: +6 (+1 eff.) Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Herach the steel amuletPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 6% chance to inflict 15% damage reduction * 5% chance to blind Changes stats: +4 Cun / +6 Mag Changes damage: +5% temporal / +5% physical / +11% light / +11% darkness Grants telepathy: Humanoid/Orc Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
Islydalaith the BlackkingInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +7% physical / +12% light / +13% darkness Changes resistances penetration: +15% darkness / +5% light Changes damage: +3% darkness / +5% physical Blindness immunity: +21% Stamina each turn: +0.30 Combat speed: +10% Amulets can have magical properties. |
OlydilInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +7 (+4 eff.) Changes stats: +6 Lck / +3 Wil Changes resistances: +3% temporal Changes resistances penetration: +15% temporal Blindness immunity: +14% Infravision radius: +3 Sight radius: +2 See invisible: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
RadianceraceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun Changes resistances: +3% light / +5% arcane Changes resistances penetration: +5% light Changes damage: +15% arcane Talent mastery: +0.13 Corruption / Blood Life regen: +1.60 Amulets can have magical properties. |
SalaraInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+3 eff.) Changes stats: +6 Lck / +3 Con Changes resistances: +14% fire / +1% physical / +12% cold Poison immunity: +10% Silence immunity: +10% Pinning immunity: +15% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
UmbrabaitInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances: +6% physical Changes resistances penetration: +20% darkness Changes damage: +6% temporal Stamina each turn: +0.20 Amulets can have magical properties. |
steel amulet 'Eriromilar'Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +5 Str / +5 Dex / +5 Wil Changes resistances: +13% blight / +11% temporal / +12% nature Poison immunity: +24% Disease immunity: +20% Pinning immunity: +24% Knockback immunity: +28% Maximum stamina: +5.00 Amulets can have magical properties. |
steel amulet 'Flarebloom'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag / +6 Con Changes resistances: +11% lightning / +2% physical Changes damage: +4% acid / +8% fire / +5% cold / +4% lightning Stun/Freeze immunity: +26% Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
steel amulet 'Lisiminn'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +29% lightning / +13% temporal / +3% acid Changes damage: +15% arcane Pinning immunity: +29% Stun/Freeze immunity: +51% Knockback immunity: +23% Amulets can have magical properties. |
steel amulet 'Oozeshine'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% fire / +14% cold / +3% darkness / +12% temporal Changes damage: +6% nature Blindness immunity: +5% Silence immunity: +15% Pinning immunity: +21% Knockback immunity: +28% Only die when reaching: -40.00 life Amulets can have magical properties. |
steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Amulets can have magical properties. |
BlackstunInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +8 Con Changes resistances: +9% darkness / +8% physical Changes resistances penetration: +5% darkness / +10% mind Changes damage: +6% mind Physical save: +16 (+4 eff.) Life regen: +2.50 Stamina each turn: +0.50 Maximum life: +91.00 Amulets can have magical properties. |
BlazewolfInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +11 Lck Changes resistances: +19% lightning Changes damage: +12% mind / +3% lightning Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Stun/Freeze immunity: +37% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
DeepsidolInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str / +5 Wil / +2 Con Changes resistances: +20% darkness / +22% temporal Pinning immunity: +32% Knockback immunity: +38% Light radius: +2 Amulets can have magical properties. |
Isluvea the UmbrawakerPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 5% chance to inflict 15% damage reduction * 5% chance to blind Changes stats: +2 Wil Changes damage: +15% temporal / +7% light / +14% darkness Mental save: +11 (+3 eff.) Cut immunity: +50% Confusion immunity: +18% Mindpower: +7 (+1 eff.) Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 356 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
LayiriaweInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +10 (+5 eff.) Changes stats: +6 Str / +7 Dex / +8 Wil / +2 Con / +8 Lck Changes resistances: +9% temporal Physical save: +16 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +15 (+4 eff.) Light radius: +1 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Lelysin the gold amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Con / +3 Wil Changes resistances: +9% mind / +7% physical Changes damage: +3% mind / +3% physical Mental save: +7 (+2 eff.) Blindness immunity: +21% Confusion immunity: +16% Stamina each turn: +0.50 Maximum life: +30.00 Mindpower: +7 (+1 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Mayomith the gold amuletPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 14 light / 13 darkness Effects when hit in melee: * 16% chance to inflict 15% damage reduction * 15% chance to blind Changes stats: +4 Mag Changes damage: +16% light / +14% darkness Mental save: +20 (+5 eff.) Mindpower: +14 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 374 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
gold amulet 'Blindserpent'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +18% lightning / +6% fire / +6% nature Changes resistances penetration: +5% darkness Changes damage: +3% darkness Physical save: +16 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +22 (+5 eff.) Confusion immunity: +13% Stun/Freeze immunity: +20% Mindpower: +7 (+1 eff.) Amulets can have magical properties. |
gold amulet 'Relgidan'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+4 eff.) Changes stats: +4 Wil Changes resistances: +13% fire / +3% mind / +15% cold Changes resistances cap: +4% all Critical mult.: +3.00% Physical save: +27 (+7 eff.) Life regen: +0.40 Amulets can have magical properties. |
restful gold amulet of perfection (0.22 Technique / Archery prowess,0.22 Demented / Entropy)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Talent masteries: +0.22 Technique / Archery prowess +0.22 Demented / Entropy Life regen: +1.90 Amulets can have magical properties. |
Adolle the CoalvagrantPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances penetration: +15% arcane / +5% darkness Changes damage: +12% blight / +9% fire / +18% arcane Talent mastery: +0.32 Chronomancy / Timeline Threading Critical mult.: +14.00% Physical save: +17 (+4 eff.) Spell save: +19 (+5 eff.) Mental save: +14 (+3 eff.) Spellpower: +12 (+3 eff.) Amulets can have magical properties. |
BethybrebrevenaPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +9 (+5 eff.) Damage when hit (Melee): 8 arcane Changes stats: +10 Lck / +2 Mag Changes resistances: +18% fire / +23% cold Changes damage: +9% blight / +11% fire Critical mult.: +12.00% Spellpower: +11 (+2 eff.) Spell crit. chance: +4% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
Blazewill the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Dex / +7 Cun / +7 Con Changes resistances: +3% acid / +26% fire / +36% cold Changes resistances penetration: +5% light Talent mastery: +0.31 Psionic / Psi-fighting Life regen: +1.10 Stamina each turn: +1.00 Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
Breneyon the stralite amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to disease Changes stats: +5 Wil Changes resistances penetration: +15% mind Changes damage: +10% blight / +7% fire Grants telepathy: Humanoid/Orc Critical mult.: +14.00% Mental save: +9 (+2 eff.) Confusion immunity: +16% Life regen: +2.70 Spellpower: +9 (+2 eff.) Mindpower: +9 (+2 eff.) Amulets can have magical properties. |
Dimblow the stralite amuletPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +15% darkness / +6% mind Changes resistances penetration: +10% darkness Mental save: +6 (+1 eff.) Confusion immunity: +14% Teleport immunity: +50% Mindpower: +13 (+3 eff.) It can be used to teleport you randomly (rad 46), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Hanethad the BlazetideInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Effects on melee hit: * 10 arcane resource burn * 30% chance to blind Changes stats: +3 Con Changes resistances: +3% light / +19% fire / +5% arcane / +14% cold Changes damage: +3% light Physical save: +13 (+3 eff.) Life regen: +3.10 Maximum life: +46.00 Amulets can have magical properties. |
Noonkiss the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +18% light Talent mastery: +0.34 Corruption / Blood Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +29.00 Amulets can have magical properties. |
Pyreonslaught the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Damage (Melee): 5 light / 10 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 7% chance to blind Changes stats: +4 Cun / +3 Mag Changes resistances cap: +5% all Changes damage: +6% physical / +17% darkness / +24% fire / +6% temporal / +15% light Physical save: +12 (+3 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Relgodugen the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +14 Damage when hit (Melee): 4 mind Changes stats: +6 Cun Changes resistances: +3% temporal / +22% fire / +12% mind / +13% cold Changes resistances penetration: +5% temporal Changes damage: +6% temporal Critical mult.: +14.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
archmage's stralite amulet of mastery (0.25 Demented / Path of horror)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% acid / +6% fire / +5% cold / +6% lightning Talent mastery: +0.25 Demented / Path of horror Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
stralite amulet 'Cinderwaker'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +6 Dex / +4 Con Changes resistances: +12% acid / +6% fire / +6% physical Changes damage: +3% acid / +12% fire Physical save: +12 (+3 eff.) Life regen: +1.00 Stamina each turn: +0.90 Maximum life: +45.00 Amulets can have magical properties. |
NOTE: immunitiesstralite amulet 'Elegamira' Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Changes stats: +4 Con Changes resistances: +14% lightning / +14% mind Physical save: +10 (+2 eff.) Disease immunity: +10% Confusion immunity: +43% Stun/Freeze immunity: +41% Life regen: +1.70 Only die when reaching: -80.00 life Maximum life: +66.00 Amulets can have magical properties. |
stralite amulet 'Kyrovon'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +15% light / +19% darkness Physical save: +11 (+3 eff.) Blindness immunity: +53% Life regen: +1.80 Mana each turn: +0.08 Mana when firing critical spell: +3.00 Maximum life: +42.00 Maximum vim: +10.00 Spellpower: +4 (+1 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +10 Damage Shield penetration: +30% Amulets can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. |
titan's copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 (+1 eff.) Rings can have magical properties. |
wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Mag Spell save: +4 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
Anudunabers the DazzlesawPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Cun / +9 Mag Changes damage: +6% light Spell save: +12 (+3 eff.) Spellpower: +7 (+2 eff.) Light radius: +1 Rings can have magical properties. |
Branayadir the EarthreevePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 16 mind / 4 nature Changes stats: +6 Cun / +6 Dex Changes resistances: +28% light / +15% nature Changes damage: +14% light Disarm immunity: +29% Pinning immunity: +30% Knockback immunity: +22% Maximum life: +24.00 Rings can have magical properties. |
Earichik the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +9 Armour: +2 Defense: +9 (+5 eff.) Changes stats: +5 Dex / +3 Wil / +5 Cun Changes resistances: +22% fire Changes damage: +11% fire Mental save: +3 (+1 eff.) Silence immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
NOTE: stun immEremorandur the steel ring Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Str / +8 Con Changes resistances: +5% arcane / +6% acid Stun/Freeze immunity: +51% Life regen: +2.50 Only die when reaching: -40.00 life Rings can have magical properties. |
Hathyndil the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +6 Defense: +18 (+9 eff.) Ranged Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 16% chance to blind Damage (Ranged): 24 light Changes resistances: +3% darkness Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +29% Maximum life: +20.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
KilnvengeanceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +13% blight / +6% fire / +6% nature / +24% lightning Changes damage: +12% lightning / +3% fire Poison immunity: +10% Disease immunity: +11% Rings can have magical properties. |
MardydurPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +5 Mag / +4 Wil Changes resistances: +11% arcane Changes resistances penetration: +5% mind Changes damage: +11% arcane / +9% acid Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+1 eff.) Spellpower: +7 (+2 eff.) Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 43 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Nightwilder the steel ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +50% lightning / +22% cold Changes resistances penetration: +15% arcane / +10% darkness Changes damage: +25% lightning / +11% cold / +3% darkness / +9% arcane Rings can have magical properties. |
OozereaperPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +4 Mag / +4 Cun / +2 Con Changes resistances: +3% nature Changes resistances penetration: +10% darkness / +5% nature Changes damage: +6% nature Physical save: +4 (+1 eff.) Spellpower: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
RagyhekInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Cun / +3 Con Changes damage: +9% acid / +5% all Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +20% Spellpower: +7 (+2 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Shockslice the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +15% lightning Changes resistances penetration: +5% lightning Spell save: +4 (+1 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +46% Rings can have magical properties. |
Tedrandil the ShockpiercerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 lightning Changes stats: +5 Mag / +9 Wil / +5 Cun Changes damage: +6% lightning Mental save: +6 (+1 eff.) Confusion immunity: +22% Spellpower: +7 (+2 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 33.46 cold and 24.60 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
VileprophetCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Dex / +3 Wil / +8 Cun / +4 Con Mental save: +6 (+1 eff.) See invisible: +3 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
treant's steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +14% Disease immunity: +12% Life regen: +0.90 Maximum life: +62.00 Healing mod.: +12% Rings can have magical properties. |
ArebreraInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Con Changes resistances: +33% nature / +11% blight Changes resistances penetration: +10% arcane Changes damage: +13% nature / +6% mind Physical save: +4 (+1 eff.) Poison immunity: +12% Disease immunity: +21% Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Mental crit. chance: +4% Rings can have magical properties. |
Blastborn the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +3 Str / +4 Con Changes resistances: +20% acid / +6% lightning Changes resistances penetration: +20% physical Changes damage: +10% acid Spell save: +10 (+3 eff.) Life regen: +0.70 Maximum life: +43.00 Maximum stamina: +21.00 Healing mod.: +10% Rings can have magical properties. |
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. |
GalebreakInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Wil Changes resistances: +8% blight / +20% cold / +8% nature Changes resistances penetration: +20% lightning Changes damage: +12% darkness / +10% cold Mental save: +12 (+3 eff.) Poison immunity: +22% Disease immunity: +13% Rings can have magical properties. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Xemiwyn the MoldwalkerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Cun / +3 Con Changes resistances: +19% blight / +8% nature / +5% arcane Spell save: +15 (+4 eff.) Poison immunity: +13% Disease immunity: +13% Maximum stamina: +10.00 Rings can have magical properties. |
gladiator's gold ring of lightning (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +26% lightning Changes damage: +13% lightning Rings can have magical properties. |
gold ring 'Polunn'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 27 light Changes stats: +4 Str / +1 Mag / +5 Wil / +2 Cun / +6 Con Changes damage: +9% mind Mental save: +10 (+2 eff.) Psi when hit: +0.16 Rings can have magical properties. |
gold ring 'Tulidedondil'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +9 (+5 eff.) Changes stats: +3 Con Changes resistances: +20% acid / +3% temporal / +3% blight Changes resistances penetration: +15% blight Changes damage: +10% acid / +3% temporal Spell save: +12 (+3 eff.) Maximum stamina: +18.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gold ring 'Urthumas'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +6 Con Changes resistances: +17% nature / +18% blight Changes damage: +9% blight / +3% physical Critical mult.: +3.00% Physical save: +12 (+3 eff.) Poison immunity: +28% Disease immunity: +29% Rings can have magical properties. |
gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
mule's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +24% fire Changes damage: +12% fire Maximum encumbrance: +25 Rings can have magical properties. |
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. |
Chalukalthogorn the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +4 Physical crit. chance: +1.0% Armour: +4 Damage when hit (Melee): 4 physical Changes stats: +7 Dex / +7 Cun / +3 Con Changes resistances: +1% physical Spell save: +14 (+4 eff.) Mental save: +12 (+3 eff.) Confusion immunity: +22% Maximum stamina: +32.00 Rings can have magical properties. |
Cureonslaught the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Cun / +9 Mag Changes resistances penetration: +10% nature Changes damage: +12% nature / +18% fire Spell save: +12 (+3 eff.) Disarm immunity: +28% Pinning immunity: +25% Knockback immunity: +31% Maximum life: +36.00 Spellpower: +10 (+2 eff.) Rings can have magical properties. |
CystblissPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 lightning Mental save: +11 (+3 eff.) Blindness immunity: +27% Confusion immunity: +37% Spellpower: +12 (+3 eff.) Mindpower: +9 (+2 eff.) Infravision radius: +4 See stealth: +21 See invisible: +5 Rings can have magical properties. |
Deluvon the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +2 Cun / +3 Con Changes resistances: +28% nature Changes damage: +14% nature Reduces incoming crit damage: 15.00% Mental save: +12 (+3 eff.) Confusion immunity: +28% Stun/Freeze immunity: +40% Life regen: +2.00 Rings can have magical properties. |
Eloba the stralite ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +17 Mag / +12 Wil / +8 Cun / +1 Con Grants telepathy: Demon/Minor Demon/Major Spellpower: +28 (+6 eff.) Light radius: +3 Rings can have magical properties. |
Emawe the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +14 Armour: +2 Defense: +13 (+7 eff.) Changes stats: +11 Mag Changes resistances: +3% nature / +9% acid Spell save: +52 (+13 eff.) Pinning immunity: +10% Stun/Freeze immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Urelin the PrismveinCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Changes resistances: +9% lightning / +15% light Physical save: +10 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +27 (+7 eff.) Confusion immunity: +29% Rings can have magical properties. |
Xerytha the GlitterradianceInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +8 Cun / +7 Dex Changes resistances: +28% lightning / +12% mind Changes resistances penetration: +10% light Changes damage: +14% lightning / +12% mind Infravision radius: +1 See invisible: +6 Rings can have magical properties. |
stralite ring 'Galafast'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +11 Defense: +10 (+5 eff.) Changes stats: +7 Dex / +6 Mag / +6 Wil / +10 Cun Changes resistances: +6% nature / +5% arcane Reduces incoming crit damage: 15.00% Cut immunity: +10% Spellpower: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring 'Gilurig'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +5 Wil / +6 Cun Changes resistances: +32% darkness / +12% mind Changes damage: +16% darkness Spell save: +12 (+3 eff.) Mental save: +6 (+1 eff.) Mindpower: +13 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
stralite ring 'Skyweeper'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +9 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +6 Cun / +8 Dex Changes resistances penetration: +15% nature Changes damage: +3% nature / +9% lightning Blindness immunity: +39% Spellpower: +8 (+2 eff.) Mindpower: +9 (+2 eff.) Infravision radius: +5 See stealth: +12 See invisible: +16 Rings can have magical properties. |
voratun ring 'Kilnmoon'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +24 Changes stats: +12 Str Changes resistances penetration: +15% arcane Changes damage: +9% fire / +7% all Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Spellpower: +16 (+3 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
Mighty Girdle =encumbrance=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
insulating rough leather cap of the depths (0 def, 1 armour) =swim=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold Allows you to breathe in: water Silence immunity: +0% A cap made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
30 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4053 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
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 581.64 fire damage (based on Magic), costing 50 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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Darn the Ogre Adventurer level 42
7th Mirth 123rd year of Ascendancy at 17:09 see stats
Against all odds
Killed Ukruk in the ambush.By Darn the Ogre Adventurer level 42
6th Mirth 123rd year of Ascendancy at 00:27 see stats
Bringer of Doom
Killed a Bringer of Doom.By Darn the Ogre Adventurer level 29
11st Regrowth 123rd year of Ascendancy at 23:16 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Darn the Ogre Adventurer level 12
34th Dusk 122nd year of Ascendancy at 17:45 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Darn the Ogre Adventurer level 26
52nd Haze 122nd year of Ascendancy at 12:57 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Darn the Ogre Adventurer level 38
62nd Pyre 123rd year of Ascendancy at 03:15 see stats
Exterminator
Killed 1000 creatures.By Darn the Ogre Adventurer level 21
32nd Haze 122nd year of Ascendancy at 04:02 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Darn the Ogre Adventurer level 38
50th Pyre 123rd year of Ascendancy at 11:56 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Darn the Ogre Adventurer level 22
33rd Haze 122nd year of Ascendancy at 14:49 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Darn the Ogre Adventurer level 31
30th Regrowth 123rd year of Ascendancy at 18:46 see stats
Level 10
Got a character to level 10.By Darn the Ogre Adventurer level 10
14th Dusk 122nd year of Ascendancy at 04:51 see stats
Level 20
Got a character to level 20.By Darn the Ogre Adventurer level 20
29th Haze 122nd year of Ascendancy at 14:48 see stats
Level 30
Got a character to level 30.By Darn the Ogre Adventurer level 30
26th Regrowth 123rd year of Ascendancy at 05:15 see stats
Level 40
Got a character to level 40.By Darn the Ogre Adventurer level 40
2nd Mirth 123rd year of Ascendancy at 08:18 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Darn the Ogre Adventurer level 29
3rd Regrowth 123rd year of Ascendancy at 19:26 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Darn the Ogre Adventurer level 13
59th Dusk 122nd year of Ascendancy at 18:45 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Darn the Ogre Adventurer level 28
55th Haze 122nd year of Ascendancy at 15:26 see stats
Size is everything
Did over 1500 damage in one attack.By Darn the Ogre Adventurer level 29
67th Haze 122nd year of Ascendancy at 03:06 see stats
Size matters
Did over 600 damage in one attack.By Darn the Ogre Adventurer level 24
51st Haze 122nd year of Ascendancy at 19:28 see stats
That was close
Killed your target while having only 1 life left.By Darn the Ogre Adventurer level 31
75th Regrowth 123rd year of Ascendancy at 02:58 see stats
The Arena
Unlocked Arena mode.By Darn the Ogre Adventurer level 10
20th Dusk 122nd year of Ascendancy at 03:00 see stats
The secret city
Discovered the truth about mages.By Darn the Ogre Adventurer level 8
1st Dusk 122nd year of Ascendancy at 23:15 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Darn the Ogre Adventurer level 21
33rd Haze 122nd year of Ascendancy at 14:01 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Darn the Ogre Adventurer level 16
17th Haze 122nd year of Ascendancy at 05:51 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Darn the Ogre Adventurer level 41
5th Mirth 123rd year of Ascendancy at 12:20 see stats
Log
There is an item here: Eclipseshaper (23 def, 21 armour)
There is an item here: Betonor (3 def, 0 armour)
There is an item here: Bregotohell the reinforced leather armour (4 def, 20 armour)
There is an item here: Aryrinn the dragonbone magestaff (36-43.2 power, 6 apr, light element)
There is an item here: voratun steamsaw 'Branatir' (55-82.5 power, 25 apr)
There is an item here: Hudrakhad the Blastslice (17-18.7 power, 40 apr, nature damage)
There is an item here: Emelyrethra the Blindfoe (39.5-55.3 power, 6 apr)
There is an item here: Emelyrethra the Blindfoe (39.5-55.3 power, 6 apr)
There is an item here: Serpentwill (30-36 power, 6 apr, arcane element)
There is an item here: Serpentwill (30-36 power, 6 apr, arcane element)
There is an item here: Splendourbraze (59.5-89.25 power, 4 apr)
There is an item here: Eclipsestriker (55.5-83.25 power, 4 apr)
There is an item here: dragonbone magestaff 'Bleaklore' (30-36 power, 6 apr, lightning element)
There is an item here: Getulanik (30-36 power, 6 apr, arcane element)
There is an item here: Betovena the dragonbone magestaff (30-36 power, 6 apr, arcane element)
There is an item here: Arytohir the Stormoath (30-36 power, 6 apr, arcane element)
There is an item here: Aerylathafang the dragonbone magestaff (30-36 power, 6 apr, cold element)
There is an item here: Moldbait the drakeskin leather armour (17 def, 31 armour)
Darn deactivates Retribution.
Darn deactivates Arcane Feed.
Darn deactivates Quicken Spells.
Darn deactivates Hurricane.
Darn deactivates Mitosis.
Darn deactivates Tempest.
Darn deactivates Beyond the Flesh.
Darn deactivates Arcane Combat.
Darn deactivates Spellcraft.
Darn deactivates Raze.
Darn deactivates Phase Pulse.






































































































































































