










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 133 / 60% |
| Size | big |
| Lifes / Deaths | Killed by Ivybeth the poison ooze at level 46 on the 48th Dusk 122nd year of Ascendancy at 00:00 / 3Killed by Glorin the saw horror at level 131 on the 73rd Haze 122nd year of Ascendancy at 03:22 Killed by Emelyta the dire wolf at level 133 on the 73rd Haze 122nd year of Ascendancy at 05:27 |
Primary Stats
| Strength | 223 (base 100) |
| Dexterity | 251 (base 100) |
| Constitution | 92 (base 14) |
| Magic | 150 (base 67) |
| Willpower | 86 (base 10) |
| Cunning | 170 (base 25) |
Resources
| Life | 6166/6166 |
| Stamina | 626/626 |
| Healing Factor | 2.5 |
| Regeneration | 59.875 |
Speed
| Mental | +25% |
| Attack | +15% |
| Movement | +20% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 16 |
| Infravision | 29 |
| See Stealth | 48 |
| See Invisible | 58 |
Offense: Mainhand
| Damage | 785 |
| Accuracy | 147 |
| Crit Chance | 188% |
| APR | 173 |
| Speed | 0.56 |
Offense: Spell
| Spellpower | 96 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Acid | +87% |
| Blight | +45% |
| Arcane | +58% |
| Cold | +6% |
| All | 0% |
| Lightning | +12% |
| Light | +39% |
| Temporal | +9% |
| Physical | +102% |
| Darkness | +54% |
| Fire | +47% |
| Mind | +55% |
Offense: Damage Penetration
| Darkness | +51% |
| Nature | +26% |
| Physical | +128% |
| Lightning | +16% |
| Arcane | +36% |
| Mind | +21% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 123 (70.376569037657%) |
| Defense | 107 |
| Ranged Defense | 107 |
| Fatigue | 0 |
| Physical Save | 123 |
| Spell Save | 100 |
| Mental Save | 118 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 66%( 70%) |
| Arcane | + 46%( 70%) |
| Cold | + 53%( 70%) |
| All | + 22%( 70%) |
| Mind | + 47%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 51%( 70%) |
| Physical | + 58%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Stun Resistance | 88% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 30% |
| Disarm Resistance | 100% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (2/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 58.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 12/5 |
| 5/5 |
| 12/5 |
| 8/5 |
| Technique / Munitions | 1.48 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.48 |
| 1/5 |
| 4/5 |
| 6/5 |
| 8/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 6/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 13/5 |
| 6/5 |
| 2/5 |
| 8/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 8/5 |
| 1/5 |
| 5/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 6/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 4 and chance to avoid damage by 60%. Concealment |
Quests
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 3% of the way to your next Rank. You have killed: 91 Uniques 37 Bosses 18 Elite Bosses 22 Veterans 16 Heroics 9 Legends 12 Destroyers 4 Epics 1 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 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: 133. | 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. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ulforoddarab the pair of hardened leather boots (0 def, 20 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +18 Physical crit. chance: +10.0% Physical power: +10 (+1 eff.) Armour: +20 Fatigue: -4% Changes stats: +4 Str / +6 Dex / +5 Wil / +7 Cun / +17 Con / +11 Lck Changes resistances: +17% lightning / +11% temporal / +24% nature / +7% arcane Changes resistances penetration: +8% physical Stealth bonus: +11 Maximum encumbrance: +37 Physical save: +79 (+11 eff.) Spell save: +32 (+5 eff.) Mental save: +69 (+10 eff.) Silence immunity: +48% Confusion immunity: +35% Stun/Freeze immunity: +38% Only die when reaching: -80.00 life Mindpower: +7 (+1 eff.) Infravision radius: +2 Movement speed: +20% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | Blacktickler the quiver of dragonbone arrows (21/21, 82-114.8 power, 51 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 82.0 - 114.8 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +51 Crit. chance: +38.0% Capacity: 21 On weapon hit: * 40% chance to inflict 15% damage reduction * 40% chance to corrode armour by 30% * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target Travel speed: +400% Damage (Ranged): +65 insidious poison / +50 temporal / +4 acid / +23 gravity / +21 physical / +27 nature Burst (radius 1) on hit: +16 darkness / +8 acid Burst (radius 2) on crit: +8 darkness Arrows are used with bows to pierce your foes to death. |
| Light source | Xekira the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +15 (+3 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +2 Dex / +3 Wil Changes resistances: +13% darkness / +12% temporal Changes resistances penetration: +11% all Changes damage: +15% light Damage affinity(heal): +5% light Physical save: +33 (+5 eff.) Spell save: +20 (+3 eff.) Mental save: +48 (+7 eff.) Maximum life: +75.00 Light radius: +16 Infravision radius: +2 See stealth: +48 See invisible: +58 Healing mod.: +30% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 100.50 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Sepsiswinter the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +23 (+3 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical / 24 temporal Changes stats: +39 Str / +20 Dex / +12 Wil / +4 Cun / +21 Con Changes resistances: +22% physical / -30% light / +6% temporal / +3% nature / +6% mind Changes resistances penetration: +15% nature Changes damage: +9% temporal Physical save: +41 (+6 eff.) Life regen: +5.20 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 7703.0 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | Undeathoath the iron pickaxe (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +5 Physical power: +6 (+1 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 12 nature / 8 physical Changes stats: +5 Str / +2 Mag / +4 Cun Changes resistances: +3% nature / +12% physical Changes resistances penetration: +13% physical Changes damage: +15% acid / +14% fire / +14% mind / +12% physical Critical mult.: +12.00% Physical save: +9 (+1 eff.) Spell save: +20 (+3 eff.) Mental save: +14 (+2 eff.) Life regen: +0.60 Mana when firing critical spell: +1.00 Lowers spell cool-downs by: 10% Infravision radius: +8 Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Lelynaristir the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+4 eff.) Armour penetration: +17 Physical power: +15 (+2 eff.) Defense: +16 (+3 eff.) Effects on melee hit: * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 31% chance to blind Damage (Ranged): 50 light Damage when hit (Melee): 8 mind Changes stats: +10 Str / +10 Dex / +20 Mag / +3 Wil / +22 Cun / +16 Con Changes resistances: +19% blight / +6% acid Changes resistances penetration: +10% mind / +10% arcane Changes damage: +19% blight / +3% arcane Critical mult.: +10.00% Spell save: +23 (+3 eff.) Silence immunity: +98% Stun/Freeze immunity: +50% Life regen: +4.80 Mana each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +30.00 Spellpower: +39 (+7 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% 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. |
| On fingers | KindlescarPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +57 (+7 eff.) Armour penetration: +15 Armour: +8 Defense: +17 (+3 eff.) Effects on melee hit: * 33% chance to blind Damage (Melee): 35 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 45 light Damage when hit (Melee): 12 fire Changes stats: +28 Dex / +10 Wil / +39 Cun Changes resistances: +25% acid / +6% darkness / +30% cold / +30% fire / +17% mind / +30% lightning Changes damage: +17% mind / +9% fire Physical save: +21 (+3 eff.) Spell save: +48 (+8 eff.) Mental save: +73 (+10 eff.) Cut immunity: +30% Disarm immunity: +47% Confusion immunity: +50% Pinning immunity: +50% Knockback immunity: +47% Life regen: +2.00 Maximum life: +125.00 Mindpower: +15 (+3 eff.) Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% 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. |
| Around waist | Gleamzephyr the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Physical power: +30 (+3 eff.) Armour: +25 Defense: +30 (+5 eff.) Damage when hit (Melee): 12 arcane Changes stats: +11 Dex / +5 Wil / +12 Cun / +6 Con / +20 Lck Changes resistances: +10% acid / +9% blight / +10% fire / +10% cold / +9% lightning Changes damage: +15% light Critical mult.: +40.00% Trap disarming bonus: +60 Stealth bonus: +29 Physical save: +44 (+6 eff.) Spell save: +15 (+2 eff.) Mental save: +29 (+4 eff.) Life regen: +7.20 Mana each turn: +0.08 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +174.00 Maximum mana: +120.00 Maximum vim: +20.00 Spellpower: +16 (+3 eff.) Mindpower: +10 (+2 eff.) Infravision radius: +11 Healing mod.: +60% Size category: +1 A belt that goes around your waist. |
| In main hand | elven-wood longbow 'Glimmerwrecker'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (30% chance level 3). On weapon hit: * 40% chance to blind Travel speed: +200% Damage (Ranged): +50 acid When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +8.0% Physical power: +40 (+4 eff.) Armour: +6 Changes stats: +17 Str / +9 Mag Changes resistances: +9% fire / +7% arcane / +3% physical Changes resistances penetration: +96% physical Changes damage: +58% acid / +60% physical / +20% arcane Talents cooldown: Fragmentation Shot (-4 turns) Pin Down (-2 turns) Physical save: +3 (+0 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +10% Teleport immunity: +30% Spellpower: +20 (+4 eff.) Damage Shield penetration: +200% Defense after a teleport: +5 Longbows are used to shoot arrows at your foes. |
| On hands | Betunn the hardened leather gloves (0 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +11 Physical crit. chance: +23.0% Armour: +10 Effects on melee hit: * 19% chance to cause random gloom * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 11 acid / 11 physical / 27 darkness / 11 blight / 13 arcane / 22 mind Changes stats: +5 Str / +9 Dex / +15 Mag / +11 Wil / +9 Cun / +10 Con Changes resistances: +8% acid / +6% temporal / +8% light / +8% blight / +8% arcane / +8% darkness Changes damage: +8% acid / +23% physical / +8% arcane / +8% blight Talent mastery: +0.20 Technique / Grappling Critical mult.: +22.00% Physical save: +22 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: -1 (-1 eff.) Disarm immunity: +76% Maximum life: +10.00 Spell crit. chance: +28% Mindpower: +8 (+1 eff.) Mental crit. chance: +28% Infravision radius: +2 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | reinforced leather armour 'Skyvalor' (62 def, 41 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +15 Physical crit. chance: +18.0% Physical power: +21 (+3 eff.) Armour: +41 Defense: +62 (+11 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 42% Damage when hit (Melee): 4 mind / 8 lightning Changes stats: +18 Str / +34 Dex / +9 Mag / +9 Wil / +30 Cun Changes resistances: +36% lightning / +9% physical / +18% light / +27% acid / +9% arcane / +18% darkness Changes resistances penetration: +5% lightning Changes damage: +6% mind Critical mult.: +10.00% Physical save: +37 (+5 eff.) Spell save: +22 (+3 eff.) Mental save: +52 (+7 eff.) Stamina each turn: +1.30 Spellpower: +21 (+4 eff.) Spell crit. chance: +9% Mindpower: +24 (+5 eff.) Mental crit. chance: +13% Combat speed: +15% Casting speed: +15% Mental speed: +15% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 333 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | Tulotohell the Cloudparry (25 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Defense: +25 (+4 eff.) Damage when hit (Melee): 12 lightning Changes stats: +3 Str / +9 Dex / +7 Mag / +15 Wil / +16 Cun / +4 Con Changes resistances: +6% lightning / +25% light / +9% mind / +20% blight / +24% fire / +20% nature / +44% darkness Changes resistances penetration: +15% arcane / +40% darkness Changes damage: +6% lightning / +27% arcane / +45% darkness Critical mult.: +40.00% Stealth bonus: +65 Physical save: +29 (+4 eff.) Spell save: +24 (+4 eff.) Mental save: +14 (+2 eff.) Life regen: +2.30 Vim when firing critical spell: +4.00 Only die when reaching: -50.00 life Maximum mana: +180.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +9% Mental crit. chance: +7% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | XerenorPowered by arcane forces Infused 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.) Armour penetration: +16 Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +4 Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 9% chance to inflict 15% damage reduction * 9% chance to blind Changes stats: +19 Mag / +3 Wil / +4 Con Changes resistances: +18% fire / +6% light / +3% temporal Changes damage: +6% lightning / +9% light / +24% fire / +6% acid / +7% physical / +18% blight / +6% cold / +18% mind / +9% darkness Talent masteries: +0.18 Technique / Archery prowess +0.18 Technique / Munitions Critical mult.: +41.00% Physical save: +11 (+2 eff.) Mental save: +9 (+1 eff.) Confusion immunity: +15% Knockback immunity: +10% Life regen: +1.60 Only die when reaching: -40.00 life Maximum life: +50.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +4% Mindpower: +9 (+2 eff.) Combat speed: +10% Amulets can have magical properties. |
Inventory
movement infusion of the sneak (1222% speed; 9 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 1222% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 149)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. 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. |
teleportation rune of the warrior (range 277)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 277 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Relgymarig 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: Accuracy: +7 (+1 eff.) Armour penetration: +14 Physical power: +14 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +7 Dex / +3 Mag / +7 Wil / +10 Con Changes resistances: +34% temporal Changes damage: +3% blight / +14% physical Grants telepathy: Humanoid/Orc Critical mult.: +24.00% Physical save: +10 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +3 (+0 eff.) Blindness immunity: +18% Pinning immunity: +64% Knockback immunity: +64% Life regen: +4.00 Mana each turn: +0.30 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +50.00 Maximum mana: +36.00 Infravision radius: +6 Sight radius: +2 See invisible: +7 Combat speed: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
copper amulet 'Strikedredge'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 lightning Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +13% fire / +3% temporal / +11% cold Changes damage: +6% temporal Blindness immunity: +13% Life regen: +0.50 Stamina each turn: +0.50 Infravision radius: +3 Sight radius: +2 See invisible: +6 Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
Camakalthorak the BlazesnakePowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 15% chance to blind Damage (Ranged): 25 light Damage when hit (Melee): 4 acid / 16 lightning Changes stats: +23 Mag / +20 Wil / +3 Cun Changes resistances: +14% acid / +14% fire / +14% lightning / +13% cold Changes resistances penetration: +10% lightning Spell save: +8 (+1 eff.) Mental save: +20 (+3 eff.) Blindness immunity: +26% Spellpower: +28 (+5 eff.) Mental crit. chance: +7% Infravision radius: +4 See stealth: +9 See invisible: +9 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
ChalachInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +22% lightning Changes damage: +11% lightning / +6% arcane Spell save: +3 (+0 eff.) Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +23% Mana each turn: +0.08 Mana when firing critical spell: +4.00 Maximum life: +24.00 Spell crit. chance: +2% Damage Shield penetration: +20% Rings can have magical properties. |
GodolachPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +15 Physical power: +19 (+2 eff.) Defense: +17 (+3 eff.) Effects on melee hit: * 24% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 47 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 45 light Changes stats: +12 Wil Changes resistances: +80% darkness / +20% temporal Changes damage: +26% temporal / +40% darkness / +9% blight / +6% arcane / +8% all Spell save: +29 (+4 eff.) Mental save: +20 (+3 eff.) Disarm immunity: +47% Pinning immunity: +45% Knockback immunity: +50% Life regen: +1.90 Maximum life: +148.00 Spellpower: +32 (+6 eff.) Mindpower: +20 (+4 eff.) Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% 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. |
Stokesage the copper ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Physical power: +8 (+1 eff.) Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 13% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 15% chance to blind Damage (Ranged): 22 light Changes damage: +3% fire / +5% all Silence immunity: +24% Stamina each turn: +0.40 Mana each turn: +0.13 Only die when reaching: -80.00 life Spellpower: +7 (+1 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
Xeralle the gold ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +40 (+5 eff.) Armour penetration: +25 Defense: +26 (+5 eff.) Damage when hit (Melee): 12 temporal Changes stats: +7 Dex / +7 Mag / +3 Wil Changes resistances: +3% fire / +32% darkness / +6% temporal Changes damage: +16% darkness Physical save: +6 (+1 eff.) Spell save: +14 (+2 eff.) Blindness immunity: +15% Disarm immunity: +31% Pinning immunity: +38% Stun/Freeze immunity: +20% Knockback immunity: +28% Life regen: +1.40 Maximum life: +102.00 Healing mod.: +22% Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% 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. |
steel ring 'Radhofast'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Mag / +2 Wil / +4 Con Changes resistances: +8% blight / +3% physical / +7% nature Physical save: +14 (+2 eff.) Poison immunity: +15% Disease immunity: +14% Stun/Freeze immunity: +28% Life regen: +1.70 Maximum stamina: +5.00 Healing mod.: +15% Rings can have magical properties. |
stralite ring 'Festerpulverizer'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 4 mind Changes stats: +7 Str / +7 Wil / +13 Cun Changes resistances: +28% light Changes resistances penetration: +15% lightning Changes damage: +14% light / +21% nature Critical mult.: +10.00% Mental save: +13 (+2 eff.) Confusion immunity: +38% Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Mindpower: +14 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
GlintradianceRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +200% Damage (Ranged): +17 fire When wielded/worn: Accuracy: +17 (+2 eff.) Physical crit. chance: +17.0% Physical power: +34 (+4 eff.) Changes stats: +14 Str / +11 Mag / +3 Wil / +2 Cun / +1 Con Changes resistances: +3% light Changes resistances penetration: +5% light / +28% temporal / +15% nature / +60% physical Changes damage: +26% fire / +76% physical / +17% arcane / +52% temporal Grants telepathy: Dragon Talents cooldown: Pin Down (-1 turn) Fragmentation Shot (-2 turns) Arrow Stitching (-2 turns) Spellpower: +15 (+3 eff.) Light radius: +3 Damage Shield penetration: +54% Longbows are used to shoot arrows at your foes. |
Magmawreath the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +9 On weapon hit: * 20% chance to corrode armour by 30% Travel speed: +400% Damage (Ranged): +85 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Physical power: +34 (+4 eff.) Changes stats: +15 Str / +18 Con Changes resistances: +6% fire Changes resistances penetration: +20% acid / +44% fire Changes damage: +9% acid Talent mastery: +0.60 Wild-gift / Fungus Global speed: +15% It can be used to regenerate 1008 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
caustic dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 15% chance to corrode armour by 30% When wielded/worn: Accuracy: +23 (+3 eff.) Physical crit. chance: +21.0% Changes resistances penetration: +15% acid Life regen: +3.00 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Chargewire'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +26 cold / +30 fire Burst (radius 1) on hit: +4 lightning When wielded/worn: Armour penetration: +9 Physical crit. chance: +2.0% Ammo reloads per turn: +8 Changes stats: +9 Mag Changes resistances penetration: +14% temporal / +18% physical Changes damage: +24% cold / +44% physical / +14% temporal / +27% fire Talent mastery: +0.15 Chronomancy / Bow Threading Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Xanotha'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +23 acid / +23 lightning When wielded/worn: Ranged Defense: +4 (+1 eff.) Changes damage: +27% acid / +18% lightning Grants telepathy: Demon/Minor Demon/Major Poison immunity: +5% Disease immunity: +10% See invisible: +3 Longbows are used to shoot arrows at your foes. |
rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
MorbusbreakPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature / +6% light / +7% darkness Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Light radius: +2 Infravision radius: +2 See invisible: +6 A belt that goes around your waist. |
Sparktreason the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +20.0% Physical power: +20 (+2 eff.) Defense: +34 (+6 eff.) Effects on melee hit: * 44% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +14 Str / +17 Dex / +16 Wil / +10 Cun / +5 Con Changes resistances: +11% lightning / +11% temporal / +3% fire Changes resistances penetration: +20% lightning Critical mult.: +22.00% Stealth bonus: +22 Physical save: +46 (+7 eff.) Spell save: +16 (+2 eff.) Mental save: +27 (+4 eff.) Maximum life: +190.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Forestrot'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +5 Str / +5 Dex / +4 Wil / +5 Cun / +5 Con / +8 Lck Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +25% arcane / +10% nature Trap disarming bonus: +15 Stealth bonus: +11 Physical save: +11 (+2 eff.) Mental save: +7 (+1 eff.) Maximum life: +119.00 Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
rough leather belt 'Magmatouch'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +6% lightning / +6% temporal / +6% blight / +5% fire / +6% cold Changes resistances penetration: +5% fire Changes damage: +15% fire A belt that goes around your waist. |
rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +5 (+0 eff.) Size category: +1 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Emelolaith the cashmere cloak (2 def, 2 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Changes resistances penetration: +10% arcane Physical save: +8 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +7 (+1 eff.) Only die when reaching: -50.00 life Maximum life: +40.00 Maximum stamina: +10.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmerravager (18 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +23 Armour: +6 Defense: +18 (+3 eff.) Effects on melee hit: * 34% chance to blind Damage when hit (Melee): 4 light Changes stats: +10 Str / +6 Dex / +5 Cun / +10 Con Changes resistances: +73% blight / +6% mind / +9% light / +78% nature Changes resistances penetration: +20% mind / +10% darkness Changes damage: +3% light / +3% mind / +3% darkness Critical mult.: +30.00% Stealth bonus: +15 Physical save: +39 (+6 eff.) Spell save: +22 (+3 eff.) Mental save: +22 (+3 eff.) Life regen: +11.90 Maximum life: +102.00 Healing mod.: +105% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Jetstake' (22 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Defense: +22 (+4 eff.) Effects on melee hit: * 38% chance to inflict 15% damage reduction * 38% chance to corrode armour by 30% Damage when hit (Melee): 4 arcane Changes stats: +4 Str / +6 Dex / +5 Mag / +18 Wil / +17 Cun / +4 Con Changes resistances: +3% acid / +49% light / +16% blight / +49% fire / +18% nature Changes resistances penetration: +15% arcane Changes damage: +6% acid / +6% arcane / +9% darkness Stealth bonus: +29 Life regen: +2.30 Spell crit. chance: +8% Mental crit. chance: +16% Healing mod.: +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cutherath (6 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Changes stats: +5 Str / +6 Mag / +6 Wil / +4 Con Changes resistances: +14% lightning / +3% physical / +3% blight / +10% cold / +3% fire / +6% acid Changes damage: +11% lightning / +8% physical / +6% cold / +10% nature / +3% temporal Physical save: +21 (+3 eff.) Spell save: +9 (+1 eff.) Poison immunity: +24% Disease immunity: +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Daimurerion (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Mag / +3 Cun Changes resistances: +6% temporal / +16% fire / +17% darkness / +13% mind Changes damage: +11% fire Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +23 (+3 eff.) Infravision radius: +1 See invisible: +6 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eiliniyanor (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -9% Changes stats: +3 Str / +3 Dex / +1 Con Changes resistances: +9% blight Changes resistances penetration: +5% physical Maximum encumbrance: +46 Physical save: +13 (+2 eff.) Healing mod.: +10% A pair of boots made of leather. |
Lorybar (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +2 Wil Changes resistances: +7% fire / +6% cold Changes damage: +12% mind Critical mult.: +15.00% Maximum encumbrance: +24 Physical save: +6 (+1 eff.) Silence immunity: +24% Confusion immunity: +26% Stun/Freeze immunity: +22% Maximum psi: +10.00 A pair of boots made of leather. |
Nimbusrock (0 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -3% Changes stats: +10 Str / +5 Dex / +10 Mag / +4 Cun / +14 Con Changes resistances: +15% acid / +15% cold / +15% fire / +3% mind / +12% lightning Changes resistances penetration: +10% lightning Changes damage: +10% physical Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Maximum encumbrance: +50 Physical save: +15 (+2 eff.) Spell save: +6 (+1 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +39% Lowers spell cool-downs by: 10% See invisible: +12 Movement speed: +20% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Xytha the pair of hardened leather boots (6 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +3 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -3% Changes stats: +1 Str / +8 Dex / +7 Lck Stealth bonus: +10 Life regen: +3.00 Stamina each turn: +0.60 Maximum life: +38.00 Maximum stamina: +25.00 See invisible: +12 Movement speed: +10% Healing mod.: +24% A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +22 Physical save: +5 (+1 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
Blindgrind (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Armour: +1 Damage (Melee): 6 lightning Changes stats: +4 Cun / +3 Dex Changes resistances: +6% lightning Changes damage: +4% lightning It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 13 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 49% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wildstrike the rough leather gloves (0 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +8.0% Armour: +1 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 5 acid / 8 temporal / 23 darkness / 5 cold / 5 fire / 16 mind / 5 lightning Damage (Ranged): 8 temporal Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +3 Dex / +6 Mag / +3 Wil / +3 Cun / +6 Con Changes resistances: +7% temporal / +7% darkness / +9% nature Changes resistances penetration: +10% blight Changes damage: +5% arcane / +5% temporal / +12% mind / +5% darkness Talent cooldown: Double Strike (-1 turn) Critical mult.: +7.00% Physical save: +55 (+8 eff.) Spell save: +14 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +104% Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+1 eff.) Spell crit. chance: +22% Mindpower: +5 (+1 eff.) Mental crit. chance: +8% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brandscar the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 16 fire Changes stats: +18 Mag / +7 Wil / +17 Cun / +10 Con Changes resistances: +8% lightning / +8% temporal / +8% light / +8% fire / +8% nature / +8% acid / +11% blight / +7% cold / +12% mind / +8% darkness Changes resistances penetration: +25% blight Changes damage: +15% temporal / +10% physical / +15% light / +12% mind / +6% blight / +9% fire / +15% arcane / +15% darkness Spell save: +15 (+2 eff.) Mental save: +44 (+6 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +10.40 Mental crit. chance: +8% Damage Shield Power: +30% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Spiderlady (7 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +10 Defense: +7 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 16 nature / 12 fire Changes stats: +27 Str / +24 Dex / +4 Wil / +4 Cun / +11 Con / +13 Lck Changes resistances: +9% fire / +5% all Changes resistances penetration: +29% nature Changes damage: +9% fire Physical save: +11 (+2 eff.) Spell crit. chance: +6% Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Islegath' (0 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +8 Armour: +10 Fatigue: +5% Damage when hit (Melee): 18 physical Changes stats: +13 Str / +10 Dex / +1 Wil / +12 Cun / +5 Con Changes resistances: +15% nature / +9% mind / -30% light Grants telepathy: Demon/Minor Demon/Major Spell save: +8 (+1 eff.) Life regen: +4.20 Stamina each turn: +0.40 Maximum life: +50.00 Light radius: +3 Infravision radius: +3 Healing mod.: +35% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 7703.0 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
iron helm 'Moldveil' (5 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +4 Armour: +3 Defense: +5 (+1 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes stats: +7 Cun / +3 Dex Changes resistances: +7% cold / +3% nature / +9% mind Changes resistances penetration: +5% nature Changes damage: +6% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% acid Changes damage: +11% acid A pointy cloth hat, very wizardly... |
rough leather cap 'Belenn' (3 def, 3 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +7 Str / +2 Dex / +7 Lck Changes resistances: +5% acid / +6% fire / +6% lightning / +5% cold Allows you to breathe in: water Physical save: +9 (+1 eff.) Life regen: +0.60 Spell crit. chance: +3% Mental crit. chance: +3% A cap made of leather. |
Cloudfear (31 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +8 Defense: +31 (+5 eff.) Ranged Defense: +16 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 8 acid Changes stats: +26 Str / +15 Dex Changes resistances: +3% lightning / +30% physical / +43% darkness / +12% acid / +9% arcane / +10% mind Changes resistances penetration: +10% lightning / +15% acid Changes damage: +6% darkness / +21% lightning Critical mult.: +20.00% Physical save: +18 (+3 eff.) Spell save: +21 (+3 eff.) Mental save: +25 (+3 eff.) Life regen: +18.00 Maximum life: +159.00 Light radius: +4 Movement speed: +20% Healing mod.: +56% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
drakeskin leather armour 'Scorchstake' (43 def, 37 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +37 Defense: +43 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 12 fire Changes stats: +19 Cun / +10 Dex Changes resistances: +21% acid / +6% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +46 (+6 eff.) Life regen: +13.20 Stamina each turn: +5.00 Psi when hit: +0.16 Mindpower: +2 (+0 eff.) Mental crit. chance: +4% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Dairitir the Glowbraze (18/18, 24.5-34.3 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Base power: 24.5 - 34.3 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 20% chance to blind * 11% chance to disease Damage (Ranged): +14 darkness / +12 blight / +16 light Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +8 arcane Damage against: +12% Living Arrows are used with bows to pierce your foes to death. |
13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1268 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Boltstalker (dig speed 1 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Defense: +14 (+3 eff.) Effects on melee hit: * 35% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +2 Str / +4 Dex Changes resistances: +6% lightning / +15% physical / +16% darkness / +16% fire / +13% nature Changes resistances penetration: +25% fire Changes damage: +3% lightning / +15% fire / +8% nature Maximum life: +32.00 Maximum stamina: +21.00 Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eilinolaith the iron pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Fatigue: -5% Changes stats: +2 Cun / +3 Str Changes resistances: +12% mind / +12% acid Changes resistances penetration: +10% acid / +5% mind Changes damage: +6% acid Maximum life: +21.00 Maximum stamina: +17.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Boryrath the ShimmerraceCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil Changes resistances: +6% temporal Changes resistances penetration: +5% lightning Changes damage: +8% mind / +21% lightning Blindness immunity: +29% Confusion immunity: +14% Light radius: +11 See stealth: +11 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Vorota'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +21 (+3 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +19 Cun / +12 Wil Changes resistances penetration: +10% temporal Critical mult.: +46.00% Mental save: +13 (+2 eff.) Blindness immunity: +50% Confusion immunity: +19% Only die when reaching: -40.00 life Maximum life: +30.00 Mental crit. chance: +2% Light radius: -11 Infravision radius: +17 See stealth: +46 See invisible: +47 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 70 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
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. |
pouch of iron shots (18/18, 15.5-18.6 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
voratun torque of clear mind 'Porona' [power 4] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to corrode armour by 30% Changes stats: +2 Str / +4 Wil / +3 Cun / +1 Con Maximum wards: +5 physical / +9 mind / +9 darkness Grants telepathy: Humanoid/Orc Talents granted: +5 Telekinetic Blast +2 Ward Reduces incoming crit damage: 10.00% It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Exploration mode) (Uniques)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Inas the Skeleton Archer level 133
77th Haze 122nd year of Ascendancy at 03:28 see stats
Dragon's Greed (Exploration mode) (Uniques)
Amassed 8000 gold pieces.By Inas the Skeleton Archer level 78
54th Haze 122nd year of Ascendancy at 19:41 see stats
Exterminator (Exploration mode) (Uniques)
Killed 1000 creatures.By Inas the Skeleton Archer level 72
53rd Haze 122nd year of Ascendancy at 12:51 see stats
Fear me not! (Exploration mode) (Uniques)
Survived the Fearscape!By Inas the Skeleton Archer level 48
48th Dusk 122nd year of Ascendancy at 10:39 see stats
Home sweet home (Exploration mode) (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Inas the Skeleton Archer level 100
58th Haze 122nd year of Ascendancy at 01:00 see stats
Level 10 (Exploration mode) (Uniques)
Got a character to level 10.By Inas the Skeleton Archer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Exploration mode) (Uniques)
Got a character to level 20.By Inas the Skeleton Archer level 20
31st Dusk 122nd year of Ascendancy at 08:12 see stats
Level 30 (Exploration mode) (Uniques)
Got a character to level 30.By Inas the Skeleton Archer level 30
39th Dusk 122nd year of Ascendancy at 01:02 see stats
Level 40 (Exploration mode) (Uniques)
Got a character to level 40.By Inas the Skeleton Archer level 40
39th Dusk 122nd year of Ascendancy at 21:24 see stats
Level 50 (Exploration mode) (Uniques)
Got a character to level 50.By Inas the Skeleton Archer level 50
48th Dusk 122nd year of Ascendancy at 12:37 see stats
Overpowered! (Exploration mode) (Uniques)
Did over 6000 damage in one attack.By Inas the Skeleton Archer level 61
60th Dusk 122nd year of Ascendancy at 02:35 see stats
Rescuer of the lost (Exploration mode) (Uniques)
Rescued the merchant from the assassin lord.By Inas the Skeleton Archer level 25
33rd Dusk 122nd year of Ascendancy at 13:06 see stats
Size is everything (Exploration mode) (Uniques)
Did over 1500 damage in one attack.By Inas the Skeleton Archer level 43
40th Dusk 122nd year of Ascendancy at 12:03 see stats
Size matters (Exploration mode) (Uniques)
Did over 600 damage in one attack.By Inas the Skeleton Archer level 34
39th Dusk 122nd year of Ascendancy at 12:08 see stats
The Arena (Exploration mode) (Uniques)
Unlocked Arena mode.By Inas the Skeleton Archer level 13
4th Mirth 122nd year of Ascendancy at 22:29 see stats
The Legend of Garkul (Exploration mode) (Uniques)
Learned the five chapters of the Legend of Garkul.By Inas the Skeleton Archer level 133
77th Haze 122nd year of Ascendancy at 03:28 see stats
The bigger the better! (Exploration mode) (Uniques)
Did over 3000 damage in one attack.By Inas the Skeleton Archer level 55
49th Dusk 122nd year of Ascendancy at 10:21 see stats
Treasure Hoarder (Exploration mode) (Uniques)
Amassed 3000 gold pieces.By Inas the Skeleton Archer level 44
41st Dusk 122nd year of Ascendancy at 04:58 see stats
Treasure Hunter (Exploration mode) (Uniques)
Amassed 1000 gold pieces.By Inas the Skeleton Archer level 19
26th Dusk 122nd year of Ascendancy at 01:34 see stats
Log
Lore found: research journal part 2
Lore found: how to be a necromancer, part 2
Lore found: expedition journal entry (daikara)
Lore found: Atamathon, the giant golem
Lore found: letter to Rolf (2)
Lore found: a note about undead poetry from the Master
Lore found: expedition journal entry (daikara)
Lore found: research log of halfling mage Hompalan
Lore found: Records of Lorekeeper Hadak part two
Lore found: a fading poster
Lore found: a torn page from John's journal
Lore found: gravestone
Lore found: King Tolak's Condemnation
Lore found: how to be a necromancer, part 3
Lore found: Z'quikzshl
Lore found: Deep Bellow excavation report 2
Lore found: personal journal of Nektosh the One-Horned
Lore found: Loremaster Greynot's Analysis of the Races - Chapter 11 - Dragons
Lore found: Rules of the Ziguranth
Lore found: Records of Lorekeeper Hadak part five
New Achievement: A different point of view (Exploration mode) (Uniques)!
Lore found: erratic scribblings
Lore found: hastily-written poster
Lore found: Personal note (1)
Lore found: Angolwen Fountain
Saving done.
Inas deactivates Intuitive Shots.
Inas deactivates Aim.
Inas deactivates Concealment.
Inas deactivates Trained Reactions.





























































































































