Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Items Vault 1.4.8Donators/Buyers bonus! The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Ogre |
Class | Adventurer |
Level / Exp | 135 / 11% |
Size | big |
Lifes / Deaths | Killed by elven cultist at level 5 on the 1st Mirth 122nd year of Ascendancy at 17:28 0 / 9Killed by greater multi-hued wyrm at level 25 on the 44th Pyre 123rd year of Ascendancy at 10:25 Killed by umber hulk at level 25 on the 51st Pyre 123rd year of Ascendancy at 03:22 Killed by Ce'Nalaith the human guard at level 58 on the 67th Pyre 124th year of Ascendancy at 06:10 Killed by Eilinyrarin the cave bear at level 80 on the 24th Dusk 124th year of Ascendancy at 00:42 Killed by Sadie E. Atomplan at level 126 on the 18th Haze 124th year of Ascendancy at 22:51 Killed by Aerada the venom drake hatchling at level 128 on the 23rd Haze 124th year of Ascendancy at 18:01 Killed by Emelagath the Tidebender at level 132 on the 31st Haze 124th year of Ascendancy at 20:11 Killed by Elibretira the elder vampire at level 135 on the 36th Haze 124th year of Ascendancy at 05:21 |
Primary Stats
Strength | 83 (base 9) |
Dexterity | 22 (base 12) |
Constitution | 159.42510229927 (base 97) |
Magic | 256.42510229927 (base 145) |
Willpower | 157.1383428983 (base 145) |
Cunning | 7.7132405990341 (base 71) |
Resources
Life | -11769/6049 |
Mana | 820/845 |
Equilibrium | 0 |
Vim | 636/636 |
Healing Factor | 0.073482106956172 |
Regeneration | 0.018370526739043 |
Speed
Mental | -83.957673858729% |
Attack | -83.957673858729% |
Movement | -62.122464901758% |
Spell | -68.957673858729% |
Global | +198.80140998262% |
Vision
Sight | 10 |
Lite | 25 |
Infravision | 6 |
See Stealth | 48.059555841876 |
See Invisible | 93.352762630824 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 478 |
Accuracy | -11 |
Crit Chance | 28% |
APR | 67 |
Speed | 6.23 |
Offense: Spell
Spellpower | 118 |
Crit Chance | 82% |
Speed | 3.2214080718341 |
Cooldown Reduction | 40 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 24% |
Speed | 6.2335099735152 |
Offense: Damage Bonus
All | +15% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 67.869626452348 (30%) |
Defense | 40 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 93 |
Spell Save | 102 |
Mental Save | 55 |
Defense: Resistances
All | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 46% |
Poison Resistance | 10% |
Blind Resistance | 94% |
Silence Resistance | 100% |
Teleport Resistance | 20% |
Pinning Resistance | 44% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2525% for 10 turns and instantly restoring 126 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 9 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 2250 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 67 for 10 turns. While Heroism is active, you will only die when reaching -2203 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1253 damage for 8 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 479 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 13/5 |
| 2/5 |
| 13/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 13/5 |
Spell / Air | 1.00 |
| 1/5 |
| 8/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 1/5 |
| 13/5 |
| 0/5 |
Spell / Aether | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Spell / Wildfire | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Spell / Storm | 1.00 |
| 12/5 |
| 1/5 |
| 13/5 |
| 12/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 9/5 |
| 9/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 12/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 10/5 |
| 12/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 13/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 12/5 |
| 12/5 |
| 1/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Tempest |
talent | Feather Wind |
talent | Spellcraft |
talent | Pure Aether |
talent | Wildfire |
talent | Hurricane |
talent | Probability Travel |
talent | Quicken Spells |
talent | Bone Shield |
talent | Burning Wake |
talent | Essence of Speed |
talent | Shielding |
talent | Defensive Posture |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 84%. Cripple |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | Increases your three highest stats by 54 and keeps you from dying even if your life drops to -1820. Heroism |
detrimental effect | The target is disabled, reducing movement speed by 62% and accuracy by 82. Disable |
detrimental effect | Your body is cauterizing, burning for 8826.16 damage each turn. Cauterize |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is in extreme anguish, preventing them from making tactical decisions, and reducing Willpower by 82 and Cunning by 82. Anguish |
detrimental effect | The target is poisoned, taking 269.05 nature damage per turn. Poison |
beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
detrimental effect | The target is infected by a disease, reducing its constitution by 19 and doing 147.33 blight damage per turn. Rotting Disease |
detrimental effect | The target is on fire, taking 131.89 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 4525.68 nature damage per turn and decreasing all heals received by 93%. Insidious Poison |
detrimental effect | The target is poisoned and sick, taking 3029.92 nature damage per turn. If the effect runs its full course, the target will turn to stone for 14 turns. Stoning Poison |
detrimental effect | Huge cut that bleeds, doing 10371.54 physical damage per turn. Bleeding |
detrimental effect | The target is poisoned and sick, doing 591.71 nature damage per turn. Each time it tries to use a talent there is 45% chance of failure. Crippling Poison |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is poisoned and sick, doing 591.71 nature damage per turn. All damage it does is reduced by 74%. Numbing Poison |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Elyna the master vampire. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Velada the snow giant thunderer. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 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: 4089. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You entered a temporal rift on level 1 of the Daikara and found yourself outside an underground city of dwarves. The Lost City of Vulcus (Daikara, level 1)While exploring the town, it came under siege. | active |
You entered a temporal rift on level 195 of the Infinite Dungeon and found yourself outside an underground city of dwarves. The Lost City of Vulcus (Infinite Dungeon, level 195)While exploring the town, it came under siege. | active |
You entered a temporal rift on level 232 of the Infinite Dungeon and found yourself outside an underground city of dwarves. The Lost City of Vulcus (Infinite Dungeon, level 232)While exploring the town, it came under siege. You failed to save the Dwarven artisans from the Orcish onslaught. | failed |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | dreamer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour) dreamer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Mag Physical save: +13 (+2 eff.) Spell save: +22 (+4 eff.) Mental save: +14 (+4 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Light source | Xeruda XerudaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +2 Mag Changes resistances: +15% darkness Changes resistances penetration: +15% blight Changes damage: +14% light Damage affinity(heal): +5% light Reduces incoming crit damage: 10.00% Physical save: +6 (+1 eff.) Blindness immunity: +50% Disease immunity: +20% Confusion immunity: +46% Spellpower: +4 (+1 eff.) Light radius: +17 See stealth: +20 See invisible: +22 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% 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 117.37 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 | Issulen the Treeviper (0 def, 5 armour) Issulen the Treeviper (0 def, 5 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 28 nature / 12 temporal Changes stats: +30 Lck Changes resistances: +25% lightning / +15% temporal / +18% nature Changes resistances penetration: +10% lightning / +10% nature Changes damage: +12% nature / +12% lightning Spell crit. chance: +16% Mental crit. chance: +12% A cap made of leather. |
Tool | Brandsweeper the dragonbone wand of clairvoyance [power 16] (6 cooldown) Brandsweeper the dragonbone wand of clairvoyance [power 16] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +4 Cun Changes resistances: +9% fire Changes resistances penetration: +20% fire Changes damage: +3% temporal Grants telepathy: All Light radius: +2 It can be used to reveal the area around you, dispelling darkness (radius 16, power 135 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 16 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Fulelahor the Brightripper Fulelahor the BrightripperPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +33 (+7 eff.) Effects on melee hit: * 20% chance to disease * 30% chance to blind Damage when hit (Melee): 8 arcane Changes stats: +3 Wil Changes resistances: +3% light Changes damage: +6% darkness / +3% light / +8% all Critical mult.: +5.00% Disarm immunity: +50% Pinning immunity: +44% Knockback immunity: +50% Mana each turn: +0.08 Maximum life: +50.00 Spellpower: +35 (+5 eff.) Mindpower: +34 (+9 eff.) Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
On fingers | Galimas GalimasPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +9 Str / +8 Mag / +10 Wil / +2 Cun / +7 Con Changes resistances: +5% arcane / +9% acid Changes resistances penetration: +20% mind Physical save: +10 (+2 eff.) Blindness immunity: +44% Poison immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +15% Teleport immunity: +10% Maximum psi: +20.00 Spellpower: +12 (+2 eff.) Infravision radius: +6 See stealth: +15 See invisible: +21 Rings can have magical properties. |
Around waist | Emumina the Boltnight Emumina the BoltnightPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+6 eff.) Armour: +14 Defense: +15 (+5 eff.) Damage when hit (Melee): 12 lightning Changes stats: +10 Mag / +4 Wil Changes resistances: +6% lightning / +18% fire / +12% cold / +3% physical Changes resistances penetration: +10% physical Changes damage: +6% blight Physical save: +24 (+5 eff.) Stamina each turn: +0.60 Mana each turn: +0.38 Only die when reaching: -100.00 life Maximum mana: +52.00 Maximum stamina: +5.00 A belt that goes around your waist. |
In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, arcane element) Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
On hands | spellstreaming voratun gauntlets of the juggernaut (0 def, 3 armour) spellstreaming voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Con Physical save: +30 (+6 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Mana each turn: +0.40 Spellpower: +13 (+2 eff.) Spell crit. chance: +10% 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Isatira (5 def, 8 armour) Isatira (5 def, 8 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +4 (+4 eff.) Armour: +8 Defense: +5 (+2 eff.) Changes stats: +2 Str / +8 Mag / +8 Wil Changes resistances: +12% lightning / +12% darkness / +10% blight / +10% fire / +24% light / +12% cold Physical save: +29 (+6 eff.) Spell save: +44 (+8 eff.) Mental save: +17 (+5 eff.) Disease immunity: +10% Silence immunity: +20% Knockback immunity: +15% Teleport immunity: +10% Mana each turn: +0.80 Psi each turn: +0.40 Only die when reaching: -100.00 life Maximum mana: +100.00 Maximum hate: +4.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +11% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | marshal's elven-silk cloak of conjuring (3 def, 0 armour) marshal's elven-silk cloak of conjuring (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances penetration: +14% arcane Changes damage: +15% arcane Critical mult.: +26.00% Physical save: +15 (+3 eff.) Maximum life: +110.00 Maximum mana: +83.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Inventory
Primal Infusion (affinity 37%; cure magical, physical, mental) Primal Infusion (affinity 37%; 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 37% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 672) healing infusion of the psychic (heal 672)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 672 and cleanse 1 wound and poison effect. 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. |
healing infusion of the psychic (heal 718) healing infusion of the psychic (heal 718)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 718 and cleanse 1 wound and poison effect. 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 (645% speed; 9 turns) movement infusion (645% 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 645% 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. 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 (1015% speed; 9 turns) movement infusion of the warrior (1015% 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1015% 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 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 (879% speed; 7 turns) movement infusion of the warrior (879% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 879% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (983% speed; 6 turns) movement infusion of the warrior (983% 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 983% 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. |
regeneration infusion of the psychic (heal 1400 over 5 turns) regeneration infusion of the psychic (heal 1400 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1400 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 1361 over 5 turns) regeneration infusion of the psychic (heal 1361 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1361 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 10; power 137; turns 4; dispells darkness) sun infusion of the wizard (rad 10; power 137; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 68). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 137) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (778.55 temporal damage, removed from time 4 turns) Rune of the Rift (778.55 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Inflicts 918.69 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 23) controlled phase door rune of the psychic (range 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 23. 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. |
controlled phase door rune of the sneak (range 11) controlled phase door rune of the sneak (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. 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. |
heat beam rune of the wizard (1887 fire damage) heat beam rune of the wizard (1887 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 1887.15 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 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. |
invisibility rune of the sneak (power 13 for 12 turns) invisibility rune of the sneak (power 13 for 12 turns)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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 wizard (2353 lightning damage) lightning rune of the wizard (2353 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: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 784.24 to 2352.73 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. 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. |
manasurge rune (1566% regen over 10 turns; 78 instant mana) manasurge rune (1566% regen over 10 turns; 78 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1566% for 10 turns and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune (1589% regen over 10 turns; 79 instant mana) manasurge rune (1589% regen over 10 turns; 79 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune (1589% regen over 10 turns; 79 instant mana) manasurge rune (1589% regen over 10 turns; 79 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the sneak (1271% regen over 10 turns; 64 instant mana) manasurge rune of the sneak (1271% regen over 10 turns; 64 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1271% for 10 turns and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune of the wizard (range 40; power 124; dur 6) phase door rune of the wizard (range 40; power 124; dur 6)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: 5 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 40. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 124%, your defense is increased by 124 and all your resistances by 124%. 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. |
phase door rune of the wizard (range 37; power 107; dur 4) phase door rune of the wizard (range 37; power 107; dur 4)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: 6 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 37. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 107%, your defense is increased by 107 and all your resistances by 107%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 341 for 8 turns) shielding rune of the sneak (absorb 341 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 8 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 434 for 7 turns) shielding rune of the sneak (absorb 434 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 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 434 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 820 for 8 turns) shielding rune of the warrior (absorb 820 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 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 820 damage for 8 turns. 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. |
teleportation rune of the sneak (range 83) teleportation rune of the sneak (range 83)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: 10 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 533) teleportation rune of the wizard (range 533)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: 9 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 533 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 530) teleportation rune of the wizard (range 530)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: 9 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 530 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (322% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Mayuthra MayuthraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+9 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +2 Effects on melee hit: * 10% chance to disease Changes stats: +6 Cun / +1 Con Changes resistances: +28% lightning / +12% temporal / +3% physical Critical mult.: +20.00% Poison immunity: +10% Cut immunity: +25% Stun/Freeze immunity: +43% Stamina each turn: +0.40 Maximum life: +30.00 Amulets can have magical properties. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 1172.17 physical damage (based on Magic) in a radius of 3, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Umbraburst UmbraburstInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: -9% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 20 mind Changes stats: +8 Dex / +9 Cun / +16 Con Changes resistances: +21% acid / +12% darkness / +6% light / +12% lightning Changes resistances penetration: +15% mind Reduces incoming crit damage: 30.00% Physical save: +20 (+4 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +40% Life regen: +3.40 Stamina each turn: +1.30 Only die when reaching: -40.00 life Maximum life: +78.00 Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
archmage's stralite amulet of magic (+14) archmage's stralite amulet of magic (+14)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +14 Mag Changes damage: +8% acid / +8% fire / +8% lightning / +7% cold Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
archmage's voratun amulet of magic (+16) archmage's voratun amulet of magic (+16)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +16 Mag Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
archmage's voratun amulet of manastreaming archmage's voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes damage: +8% acid / +7% fire / +7% lightning / +8% cold Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +37.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
archmage's voratun amulet of manastreaming archmage's voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Mag Changes damage: +8% acid / +7% fire / +8% lightning / +8% cold Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +53.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
gold amulet 'Blazehunter' gold amulet 'Blazehunter'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 8 light / 4 darkness / 4 arcane Changes stats: +8 Dex / +8 Cun / +8 Con Changes resistances: +44% mind Changes resistances penetration: +15% arcane / +10% fire Changes damage: +12% darkness / +12% light / +3% arcane Confusion immunity: +75% Life regen: +0.80 Stamina each turn: +1.10 Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
gold amulet of manastreaming gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.25 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +31.00 Amulets can have magical properties. |
restful voratun amulet of manastreaming restful voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +6 Mag Life regen: +4.50 Mana each turn: +0.47 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Amulets can have magical properties. |
restful voratun amulet of manastreaming restful voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +6 Mag Life regen: +3.90 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Amulets can have magical properties. |
serendipitous voratun amulet of dexterity (+20) serendipitous voratun amulet of dexterity (+20)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+20 eff.) Defense: +19 (+6 eff.) Changes stats: +20 Lck / +8 Dex Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
serendipitous voratun amulet of murder serendipitous voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +27 (+27 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Defense: +19 (+6 eff.) Changes stats: +18 Lck Critical mult.: +20.00% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
serendipitous voratun amulet of vision serendipitous voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+18 eff.) Defense: +17 (+6 eff.) Changes stats: +17 Lck Blindness immunity: +31% Infravision radius: +10 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
starseer's voratun amulet of soulsearing starseer's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% temporal / +8% darkness / +15% blight / +15% fire / +8% physical / +7% light Critical mult.: +20.00% Spellpower: +21 (+3 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
vitalizing voratun amulet of cunning (+10) vitalizing voratun amulet of cunning (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Cun / +6 Con Physical save: +20 (+4 eff.) Life regen: +3.00 Maximum life: +80.00 Amulets can have magical properties. |
voratun amulet 'Beleba' voratun amulet 'Beleba'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Changes stats: +12 Str / +10 Dex / +12 Wil / +6 Con Changes resistances: +29% mind Changes resistances penetration: +20% arcane Changes damage: +9% blight Reduces incoming crit damage: 10.00% Physical save: +60 (+11 eff.) Confusion immunity: +50% Life regen: +3.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +109.00 Amulets can have magical properties. |
voratun amulet of manastreaming voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Mana each turn: +0.35 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +42.00 Amulets can have magical properties. |
voratun amulet of soulsearing voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +15% blight / +15% fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Amulets can have magical properties. |
wanderer's steel amulet of vision wanderer's steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +3 Con Blindness immunity: +12% Life regen: +0.30 Stamina each turn: +0.40 Infravision radius: +2 Sight radius: +2 See invisible: +6 Movement speed: +10% Amulets can have magical properties. |
wanderer's voratun amulet of cunning (+8) wanderer's voratun amulet of cunning (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Dex / +20 Cun / +10 Con Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
wanderer's voratun amulet of perfection (0.40 Wild-gift / Summoning (augmentation),0.40 Chronomancy / Threaded Combat) wanderer's voratun amulet of perfection (0.40 Wild-gift / Summoning (augmentation),0.40 Chronomancy / Threaded Combat)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +9 Cun / +10 Con Talent masteries: +0.40 Wild-gift / Summoning (augmentation) +0.40 Chronomancy / Threaded Combat Life regen: +1.20 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
warmaker's stralite amulet of manastreaming warmaker's stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +8 Dex / +5 Mag / +9 Wil Mana each turn: +0.46 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Amulets can have magical properties. |
warmaker's stralite amulet of perfection (0.33 Wild-gift / Storm drake aspect,0.33 Spell / Earth) warmaker's stralite amulet of perfection (0.33 Wild-gift / Storm drake aspect,0.33 Spell / Earth)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str / +8 Dex / +5 Wil Talent masteries: +0.33 Wild-gift / Storm drake aspect +0.33 Spell / Earth Amulets can have magical properties. |
warmaker's voratun amulet of perfection (0.40 Corruption / Rot,0.40 Cursed / Fears) warmaker's voratun amulet of perfection (0.40 Corruption / Rot,0.40 Cursed / Fears)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Dex / +10 Wil Talent masteries: +0.40 Corruption / Rot +0.40 Cursed / Fears Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Dawnveil DawnveilInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes stats: +4 Mag Changes resistances: +6% mind / +40% cold Changes damage: +6% light / +20% cold Reduces incoming crit damage: 5.00% Spell save: +10 (+2 eff.) Poison immunity: +10% Light radius: +4 Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+10 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+8 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Dual techniques +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Shield offense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Smoldershear SmoldershearCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes damage: +15% fire Stun/Freeze immunity: +23% Life regen: +1.50 Hate when firing a critical mind attack: +1.00 Rings can have magical properties. |
Urthodig UrthodigPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +9 Mag / +1 Wil / +1 Cun Changes resistances penetration: +10% mind / +10% temporal Changes damage: +15% blight Critical mult.: +20.00% Spell save: +18 (+3 eff.) Maximum psi: +30.00 Mental crit. chance: +2% Rings can have magical properties. |
Zeramalar the voratun ring Zeramalar the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+12 eff.) Armour: +2 Damage when hit (Melee): 28 physical Changes resistances: +15% acid / +4% physical / +9% nature Critical mult.: +6.00% Physical save: +6 (+1 eff.) Disease immunity: +10% Disarm immunity: +15% Stun/Freeze immunity: +50% Life regen: +4.80 Only die when reaching: -40.00 life Maximum stamina: +10.00 Rings can have magical properties. |
conjurer's voratun ring of speed conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+15 eff.) Defense: +13 (+4 eff.) Changes stats: +8 Wil / +8 Mag Spellpower: +15 (+3 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
conjurer's voratun ring of warding conjurer's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +26% acid / +25% fire / +21% cold / +14% lightning Spellpower: +13 (+2 eff.) Rings can have magical properties. |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str / +7 Con Life regen: +1.40 Maximum life: +78.00 Healing mod.: +19% Rings can have magical properties. |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +7 Str / +8 Con Life regen: +1.30 Maximum life: +77.00 Healing mod.: +20% Rings can have magical properties. |
painweaver's voratun ring of misery painweaver's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +5 Cun Changes damage: +7% all Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Spellpower: +19 (+3 eff.) Mindpower: +18 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
painweaver's voratun ring of pilfering painweaver's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+17 eff.) Armour penetration: +15 Physical power: +20 (+4 eff.) Defense: +12 (+4 eff.) Changes damage: +8% all Spellpower: +10 (+2 eff.) Mindpower: +17 (+5 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 away 4 grids from your target. Rings can have magical properties. |
pixie's voratun ring of pilfering pixie's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+15 eff.) Armour penetration: +16 Defense: +17 (+6 eff.) Changes stats: +8 Cun / +8 Mag Spellpower: +15 (+3 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 away 4 grids from your target. Rings can have magical properties. |
pixie's voratun ring of tenacity pixie's voratun ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +8 Mag Disarm immunity: +43% Pinning immunity: +41% Knockback immunity: +50% Maximum life: +39.00 Spellpower: +13 (+2 eff.) Rings can have magical properties. |
rogue's voratun ring of warding rogue's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+5 eff.) Changes stats: +8 Cun Changes resistances: +27% acid / +25% fire / +30% cold / +22% lightning Rings can have magical properties. |
savage's voratun ring of warding savage's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +30% acid / +30% fire / +28% cold / +30% lightning Spell save: +19 (+4 eff.) Maximum stamina: +40.00 Rings can have magical properties. |
sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+14 eff.) Changes stats: +10 Cun / +10 Dex Life regen: +2.00 Maximum life: +100.00 Healing mod.: +30% Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 175.95 to 527.85 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 430.10 to 860.20 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Korekor the dragonbone vilestaff (30-36 power, 6 apr, fire element) Korekor the dragonbone vilestaff (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Burst (radius 2) on crit: +16 blight When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 blight Changes stats: +4 Wil / +6 Mag Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +14 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +16 Maximum mana: +67.00 Maximum vim: +70.00 Spellpower: +37 (+6 eff.) Spell crit. chance: +17% Damage Shield penetration: +40% It can be used to conjure elemental energy in a radius 10 cone, dealing 295.68 to 354.82 fire damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, fire element) Penitence (15-18 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% fire Damage affinity(heal): +20% fire Talent granted: +1 Command Staff Spell save: +15 (+3 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to cure up to 7 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Runinariyon the dragonbone vilestaff (30-36 power, 6 apr, darkness element) Runinariyon the dragonbone vilestaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +16 mind When wielded/worn: Accuracy: +15 (+15 eff.) Physical crit. chance: +25.0% Physical power: +13 (+3 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to blind Damage when hit (Melee): 16 blight Changes stats: +4 Cun / +2 Wil Changes resistances penetration: +15% mind Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Maximum psi: +20.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +13% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 220.91 light damage. Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff 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. |
Tempestidol the elven-wood magestaff (25-30 power, 5 apr, fire element) Tempestidol the elven-wood magestaff (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 60% chance to daze Damage (Melee): +12 mind When wielded/worn: Damage (Melee): 31 fire Changes stats: +5 Wil / +5 Mag Changes resistances: +6% nature / +6% cold / +9% arcane / +3% physical Changes resistances penetration: +10% temporal Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +35.00% Reduces incoming crit damage: 5.00% Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Knockback immunity: +20% Mana each turn: +0.34 Only die when reaching: -20.00 life Maximum mana: +176.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +4% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
Undeathspawn (30-36 power, 6 apr, fire element) Undeathspawn (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +12 nature When wielded/worn: Changes stats: +12 Wil / +12 Mag Changes damage: +30% fire / +6% nature / +9% mind Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +5.00% Mana each turn: +0.40 Equilibrium when hit: +0.08 Psi when hit: +0.16 Maximum mana: +220.00 Maximum hate: +2.00 Maximum psi: +10.00 Spellpower: +57 (+9 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff (30-36 power, 6 apr, arcane element) dragonbone magestaff (30-36 power, 6 apr, arcane element)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Flamewaker' (30-36 power, 6 apr, temporal element) dragonbone magestaff 'Flamewaker' (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +9.0% Attack speed: 100% Damage (Melee): +8 acid Burst (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +2 (+2 eff.) Armour penetration: +3 Physical power: +4 (+1 eff.) Effects on melee hit: * 45% chance to corrode armour Changes stats: +4 Str / +10 Mag / +8 Cun / +10 Con Changes resistances: +12% darkness / +15% temporal Changes damage: +6% fire / +30% temporal Talent granted: +1 Command Staff Critical mult.: +24.00% Vim when firing critical spell: +8.00 Maximum life: +20.00 Maximum vim: +50.00 Maximum neg.energy: +43.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +9% Healing mod.: +15% Defense after a teleport: +33 Resist all after a teleport: +22% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +24 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 295.68 to 354.82 temporal damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Heattrencher' (30-36 power, 6 apr, fire element) dragonbone magestaff 'Heattrencher' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +20 nature When wielded/worn: Accuracy: +15 (+15 eff.) Physical crit. chance: +9.0% Physical power: +15 (+3 eff.) Armour: +12 Defense: +14 (+5 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +2 Wil Changes resistances: +9% fire / +10% arcane / +3% cold Maximum wards: +3 fire Changes resistances penetration: +20% blight / +5% fire Changes damage: +30% fire Talents granted: +1 Command Staff +5 Ward Critical mult.: +24.00% Reduces incoming crit damage: 15.00% Confusion immunity: +15% Teleport immunity: +10% Mana each turn: +0.48 Mana when firing critical spell: +3.00 Spellpower: +41 (+6 eff.) Spell crit. chance: +9% Damage Shield penetration: +30% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Airwoe' (30-36 power, 6 apr, blight element) dragonbone vilestaff 'Airwoe' (30-36 power, 6 apr, blight element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal Burst (radius 2) on crit: +8 lightning / +12 blight When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to blind Damage when hit (Melee): 12 lightning Changes stats: +13 Con Changes damage: +30% blight / +12% temporal / +3% mind / +3% lightning Talent granted: +1 Command Staff Critical mult.: +15.00% Mental save: +12 (+4 eff.) Life regen: +3.90 Equilibrium when hit: +0.20 Spellpower: +34 (+5 eff.) Spell crit. chance: +5% Mental crit. chance: +2% Light radius: +5 Healing mod.: +60% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 220.91 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Demonwisp' (36-43.2 power, 6 apr, darkness element) dragonbone vilestaff 'Demonwisp' (36-43.2 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 36.0 - 43.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +8 physical When wielded/worn: Physical crit. chance: +1.0% Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 35 fire Damage when hit (Melee): 8 acid / 12 physical Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +30% darkness / +3% acid Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +40 (+8 eff.) Mana each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +50.00 Maximum stamina: +10.00 Spellpower: +42 (+6 eff.) Spell crit. chance: +20% See invisible: +16 Healing mod.: +30% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of channeling (30-36 power, 6 apr, cold element) magewarrior's short dragonbone magestaff of channeling (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+15 eff.) Physical crit. chance: +9.0% Physical power: +14 (+3 eff.) Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.31 Spellpower: +40 (+6 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element) magewarrior's short dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+14 eff.) Physical crit. chance: +10.0% Physical power: +14 (+3 eff.) Changes stats: +6 Wil / +5 Mag Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +110.00 Spellpower: +37 (+6 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone starstaff of invocation (30-36 power, 6 apr, physical element) magewarrior's short dragonbone starstaff of invocation (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+10 eff.) Physical crit. chance: +10.0% Physical power: +11 (+2 eff.) Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +32 (+5 eff.) Spell crit. chance: +9% It can be used to conjure elemental energy in a radius 10 cone, dealing 295.68 to 354.82 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone starstaff of wizardry (30-36 power, 6 apr, light element) magewarrior's short dragonbone starstaff of wizardry (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+14 eff.) Physical crit. chance: +10.0% Physical power: +15 (+3 eff.) Changes stats: +6 Wil / +5 Mag Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +110.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 741, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
drakeskin leather belt 'Blastrot' drakeskin leather belt 'Blastrot'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +8 (+8 eff.) Physical power: +4 (+1 eff.) Damage when hit (Melee): 8 acid / 12 lightning Changes stats: +4 Str / +2 Dex Changes resistances penetration: +30% blight Mental save: +15 (+5 eff.) Stamina each turn: +0.60 Only die when reaching: -40.00 life Maximum life: +50.00 Maximum mana: +40.00 Maximum stamina: +10.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +3% Damage Shield penetration: +40% A belt that goes around your waist. |
drakeskin leather belt 'Glintdash' drakeskin leather belt 'Glintdash'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 4 fire Changes stats: +1 Cun / +4 Wil Changes resistances: +9% light / +6% temporal Changes resistances penetration: +15% blight / +5% light Changes damage: +6% blight Critical mult.: +15.00% Physical save: +40 (+8 eff.) Mental save: +17 (+5 eff.) Stun/Freeze immunity: +5% Hate when firing a critical mind attack: +1.00 Spellpower: +12 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A belt that goes around your waist. |
drakeskin leather belt 'Lisowe' drakeskin leather belt 'Lisowe'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Damage when hit (Melee): 12 temporal / 4 physical Changes stats: +8 Con Changes resistances: +6% temporal / +1% physical Changes resistances penetration: +5% mind Reduced damage from: +45% Summoned Critical mult.: +6.00% Mental save: +15 (+5 eff.) Maximum life: +70.00 Mindpower: +10 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +30 A belt that goes around your waist. |
monstrous drakeskin leather belt of the giants monstrous drakeskin leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Changes stats: +6 Str / +6 Con Physical save: +13 (+2 eff.) Spell save: +15 (+3 eff.) Size category: +2 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's drakeskin leather beltspiritwalker's drakeskin leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag Mana each turn: +0.45 Maximum mana: +54.00 A belt that goes around your waist. |
Alelakor the elven-silk cloak (3 def, 0 armour) Alelakor the elven-silk cloak (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% blight Changes damage: +6% mind Grants telepathy: Dragon Spell save: +12 (+2 eff.) Mental save: +14 (+4 eff.) Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 Maximum mana: +80.00 Maximum psi: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Mindpower: +18 (+5 eff.) Heals friendly targets nearby when you use a nature summon: +40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Barkrazor (3 def, 0 armour) Barkrazor (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 45% * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane / 4 temporal Changes resistances: +15% nature / +9% temporal Changes resistances penetration: +10% arcane Changes damage: +3% acid / +6% arcane Physical save: +14 (+3 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chuldil the elven-silk cloak (3 def, 0 armour) Chuldil the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +41 (+41 eff.) Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Effects on melee hit: * 60% chance to corrode armour Changes stats: +5 Str / +6 Mag / +6 Wil / +9 Con Changes resistances penetration: +5% arcane / +5% physical Life regen: +0.80 Maximum life: +105.00 Maximum stamina: +37.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Suncast the elven-silk cloak (3 def, 0 armour) Suncast the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 23 mind / 23 fire Changes stats: +4 Str / +4 Mag / +10 Wil / +6 Cun / +4 Con Changes resistances: +30% darkness / +22% temporal Changes damage: +6% mind Equilibrium when hit: +0.08 Mental crit. chance: +8% Defense after a teleport: +28 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% nature / +20% cold / -30% arcane / +20% fire Changes resistances cap: +5% lightning / +5% darkness / +5% nature / +5% cold / -30% arcane / +5% fire This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak (3 def, 0 armour) elven-silk cloak (3 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Infernojustice' (18 def, 0 armour) elven-silk cloak 'Infernojustice' (18 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+7 eff.) Armour penetration: +10 Defense: +18 (+6 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +16% acid / +12% temporal / +10% cold / +19% lightning / +18% fire Changes damage: +3% physical Physical save: +14 (+3 eff.) Confusion immunity: +15% Pinning immunity: +10% Knockback immunity: +20% Life regen: +0.40 Stamina each turn: +0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of the guardian (13 def, 9 armour) murderer's elven-silk cloak of the guardian (13 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+7 eff.) Armour penetration: +10 Armour: +9 Defense: +13 (+4 eff.) Changes stats: +5 Cun / +5 Dex Physical save: +24 (+5 eff.) Spell save: +17 (+3 eff.) Mental save: +22 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of the hunter (3 def, 0 armour) restorative elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+35 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes resistances: +18% nature / +20% blight Life regen: +2.70 Maximum life: +109.00 Maximum stamina: +40.00 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. |
shadow elven-silk cloak of backstabbing (3 def, 0 armour) shadow elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+14 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Changes resistances: +25% darkness Changes resistances penetration: +17% darkness Changes damage: +11% darkness Critical mult.: +30.00% Stealth bonus: +40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of backstabbing (3 def, 0 armour) spellcowled elven-silk cloak of backstabbing (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+13 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Changes stats: +6 Wil / +6 Mag Critical mult.: +30.00% Stealth bonus: +15 Spell save: +14 (+3 eff.) Maximum mana: +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of sorcery (3 def, 0 armour) spellcowled elven-silk cloak of sorcery (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Wil / +12 Mag Spell save: +15 (+3 eff.) Maximum mana: +80.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Chalintir (3 def, 0 armour) Chalintir (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +1 Wil / +7 Cun Changes resistances penetration: +9% temporal / +5% mind / +7% physical Changes damage: +15% temporal / +19% light / +12% physical / +9% mind / +19% darkness Mana each turn: +0.08 Spellpower: +15 (+3 eff.) Spell crit. chance: +14% Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gorutohor the elven-silk robe (5 def, 0 armour) Gorutohor the elven-silk robe (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +7 Mag Changes resistances: +6% blight / +16% physical / +27% mind / +28% darkness Changes resistances penetration: +12% physical / +13% temporal Changes damage: +9% blight / +10% temporal / +31% physical Critical mult.: +5.00% Physical save: +17 (+3 eff.) Spell save: +20 (+4 eff.) Mental save: +39 (+11 eff.) Maximum psi: +10.00 Mindpower: +6 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +30 Reduces paradox anomalies(equivalent to willpower): +13 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. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+3 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Velatira the Nimbusream (5 def, 0 armour) Velatira the Nimbusream (5 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 12 acid / 16 lightning Changes stats: +5 Dex / +8 Mag / +8 Wil / +20 Cun / +6 Con Changes resistances: +6% lightning / +2% physical / +12% cold Changes damage: +15% acid / +6% lightning Critical mult.: +38.00% Reduces incoming crit damage: 35.00% Spell save: +20 (+4 eff.) Life regen: +1.00 Mana each turn: +0.40 Psi each turn: +0.40 Hate when firing a critical mind attack: +8.00 Psi when firing a critical mind attack: +10.00 Maximum life: +70.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of Angolwen (5 def, 0 armour) dreamer's elven-silk robe of Angolwen (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Wil / +6 Mag Changes resistances: +30% mind / +27% darkness Physical save: +17 (+3 eff.) Spell save: +20 (+4 eff.) Mental save: +39 (+11 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +18 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of power (5 def, 0 armour) dreamer's elven-silk robe of power (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +30% mind / +30% darkness Changes damage: +20% all Physical save: +18 (+3 eff.) Spell save: +20 (+4 eff.) Mental save: +39 (+11 eff.) Spellpower: +20 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of Linaniil (5 def, 0 armour) focusing elven-silk robe of Linaniil (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Wil / +8 Mag Mana each turn: +0.76 Psi each turn: +0.32 Maximum mana: +93.00 Spellpower: +26 (+4 eff.) Spell crit. chance: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe (3 def, 0 armour) silk robe (3 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of Linaniil (3 def, 0 armour) stargazer's silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Changes damage: +17% light / +16% darkness Mana each turn: +0.28 Maximum mana: +88.00 Spellpower: +34 (+5 eff.) Spell crit. chance: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of Linaniil (5 def, 0 armour) verdant elven-silk robe of Linaniil (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +10 Con Changes damage: +16% nature Poison immunity: +46% Disease immunity: +46% Mana each turn: +0.40 Maximum mana: +72.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (5 def, 0 armour) verdant elven-silk robe of life (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +9 Con Changes resistances: +20% blight Changes damage: +20% nature Poison immunity: +50% Disease immunity: +50% Life regen: +5.90 Maximum life: +100.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of power (5 def, 0 armour) verdant elven-silk robe of power (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +10 Con Changes damage: +20% nature / +19% all Poison immunity: +50% Disease immunity: +50% Spellpower: +18 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
blightbringer's pair of drakeskin leather boots of rushing (0 def, 5 armour) blightbringer's pair of drakeskin leather boots of rushing (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +10 Mag / +4 Con Changes damage: +10% acid / +10% blight Disease immunity: +50% Spellpower: +9 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 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. |
insulating pair of drakeskin leather boots of rushing (0 def, 5 armour) insulating pair of drakeskin leather boots of rushing (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +3 Con Changes resistances: +6% cold / +12% fire 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. |
miner's pair of drakeskin leather boots of spellbinding (0 def, 14 armour) miner's pair of drakeskin leather boots of spellbinding (0 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +5% Changes stats: +6 Mag Spell save: +6 (+1 eff.) Lowers spell cool-downs by: 10% Infravision radius: +3 A pair of boots made of leather. |
pair of drakeskin leather boots 'Heatbutcher' (0 def, 5 armour) pair of drakeskin leather boots 'Heatbutcher' (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane / 4 fire Changes stats: +2 Mag / +3 Wil Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +18 Maximum mana: +40.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% A pair of boots made of leather. |
pair of drakeskin leather boots 'Zihir' (7 def, 5 armour) pair of drakeskin leather boots 'Zihir' (7 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +3 Dex / +1 Wil Changes damage: +9% mind Critical mult.: +6.00% Spell save: +9 (+2 eff.) Stamina each turn: +0.60 Maximum life: +30.00 Infravision radius: +3 Damage Shield penetration: +40% A pair of boots made of leather. |
pair of voratun boots 'Corruptionwing' (0 def, 5 armour) pair of voratun boots 'Corruptionwing' (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Str / +3 Dex / +1 Con Changes resistances: +9% nature Changes resistances penetration: +10% mind Physical save: +14 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +38 (+10 eff.) Stamina each turn: +0.40 Mana each turn: +0.12 Vim when firing critical spell: +2.00 Only die when reaching: -40.00 life Maximum life: +10.00 Maximum psi: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Toriruilin' (0 def, 5 armour) pair of voratun boots 'Toriruilin' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Mag / +6 Wil Changes resistances: +6% blight Changes resistances penetration: +15% arcane Critical mult.: +30.00% Mental save: +30 (+8 eff.) Stamina each turn: +1.20 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +4.00 Maximum stamina: +40.00 Maximum hate: +8.00 Spellpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of drakeskin leather boots of spellbinding (0 def, 5 armour) scholar's pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Mag Spell save: +8 (+2 eff.) Spellpower: +6 (+1 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of spellbinding (0 def, 5 armour) stealthy pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex / +6 Mag / +12 Lck Stealth bonus: +15 Spell save: +4 (+1 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of evasion (25 def, 5 armour) undeterred pair of drakeskin leather boots of evasion (25 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+8 eff.) Fatigue: +5% Silence immunity: +50% Confusion immunity: +49% Stun/Freeze immunity: +47% It can be used to activate talent Evasion, 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: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 11 defense for 17 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Aerewe the Thunderpride (0 def, 3 armour) Aerewe the Thunderpride (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+25 eff.) Armour: +3 Effects on melee hit: * 15% chance to daze * Slows global speed by 45% * 20 arcane resource burn Changes stats: +5 Dex Changes resistances: +6% blight / +18% light / +3% lightning Changes damage: +6% darkness / +9% lightning Spell save: +20 (+4 eff.) Mental save: +9 (+3 eff.) Pinning immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +10% Only die when reaching: -40.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystalline Drakeskin leather gloves (0 def, 3 armour) Crystalline Drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. When wielded/worn: Physical power: +12 (+2 eff.) Armour: +3 Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane Spellpower: +12 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Transformed with the power of the Spellblaze. |
Forestdeath (0 def, 3 armour) Forestdeath (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +3 Changes stats: +10 Str Changes resistances: +9% cold Changes resistances penetration: +25% nature Changes damage: +9% nature Grants telepathy: Dragon All Spell save: +9 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Gloreth the voratun gauntlets (0 def, 3 armour) Gloreth the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +6 (+6 eff.) Physical power: +22 (+4 eff.) Armour: +3 Changes stats: +11 Str / +6 Mag / +4 Wil / +6 Cun / +6 Con Changes resistances: +6% cold / +25% light / +10% darkness Talent mastery: +0.20 Technique / Grappling Physical save: +6 (+1 eff.) Silence immunity: +15% Disarm immunity: +50% Stun/Freeze immunity: +30% Maximum life: +30.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 141.69 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Lorakath the Spiderpunish (0 def, 9 armour) Lorakath the Spiderpunish (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +9 Damage when hit (Melee): 12 blight Changes stats: +11 Str / +5 Dex / +3 Mag / +5 Cun Changes resistances: +3% nature / +9% arcane Changes damage: +3% blight Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+2 eff.) Mental save: +13 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +70.00 Maximum mana: +40.00 Spell crit. chance: +2% Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 202.83 to 608.49 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
alchemist's voratun gauntlets of war-making (0 def, 3 armour) alchemist's voratun gauntlets of war-making (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 8 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Wil / +5 Mag Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
heroic drakeskin leather gloves of war-making (0 def, 9 armour) heroic drakeskin leather gloves of war-making (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +9 Critical mult.: +15.00% Mental save: +15 (+5 eff.) Maximum life: +80.00 Spell crit. chance: +19% Mental crit. chance: +19% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of war-making (0 def, 9 armour) heroic voratun gauntlets of war-making (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +9 Critical mult.: +15.00% Mental save: +14 (+4 eff.) Maximum life: +79.00 Spell crit. chance: +19% Mental crit. chance: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming drakeskin leather gloves of regeneration (0 def, 3 armour) spellstreaming drakeskin leather gloves of regeneration (0 def, 3 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Life regen: +6.00 Stamina each turn: +1.10 Mana each turn: +0.40 Psi each turn: +0.40 Spellpower: +15 (+3 eff.) Spell crit. chance: +9% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of the nighthunter (0 def, 3 armour) spellstreaming drakeskin leather gloves of the nighthunter (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 (+13 eff.) Armour: +3 Changes stats: +6 Cun Changes resistances: +15% darkness Mana each turn: +0.40 Spellpower: +16 (+3 eff.) Spell crit. chance: +10% Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming hardened leather gloves of dispersion (0 def, 2 armour) spellstreaming hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 13 arcane Changes stats: +8 Wil / +8 Mag Changes resistances: +8% arcane Mana each turn: +0.24 Spellpower: +10 (+2 eff.) Spell crit. chance: +8% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming iron gauntlets of war-making (0 def, 1 armour) spellstreaming iron gauntlets of war-making (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Armour: +1 Critical mult.: +7.00% Mana each turn: +0.16 Spellpower: +7 (+1 eff.) Spell crit. chance: +13% Mental crit. chance: +8% Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's drakeskin leather gloves of dispersion (0 def, 23 armour) stone warden's drakeskin leather gloves of dispersion (0 def, 23 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +23 Armour Hardiness: +15% Damage (Melee): 15 arcane Changes stats: +10 Mag / +10 Wil / +15 Con Changes resistances: +10% arcane / +12% physical It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Eclipsestriker' (0 def, 3 armour) voratun gauntlets 'Eclipsestriker' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 15 fire / 34 mind / 40 darkness Damage when hit (Melee): 4 blight / 8 mind / 4 darkness Changes stats: +6 Con Changes resistances: +3% blight / +9% fire / +6% mind Changes resistances penetration: +10% fire / +15% mind / +25% darkness Changes damage: +12% blight / +11% fire / +3% darkness / +9% mind Physical save: +30 (+6 eff.) Spell save: +9 (+2 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +50% Mindpower: +9 (+3 eff.) 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. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Shinewill' (0 def, 3 armour) voratun gauntlets 'Shinewill' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+10 eff.) Armour penetration: +13 Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 32 arcane Changes stats: +7 Dex / +4 Wil / +9 Cun Changes resistances: +6% light Changes resistances penetration: +15% blight Changes damage: +9% light / +6% temporal Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +20% It can be used to activate talent Steady Shot, 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 456.35 fire and 274.76 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Eremokan the voratun helm (0 def, 13 armour) Eremokan the voratun helm (0 def, 13 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +13 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +16 Str / +11 Dex / +3 Mag / +15 Con Changes resistances: +6% lightning / +4% physical Critical mult.: +9.00% Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -40.00 life Maximum stamina: +15.00 Spellpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour) aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Con / +10 Mag Changes damage: +20% arcane Life regen: +6.00 Damage Shield Power: +15% 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... |
This item will automatically be transmogrified when you leave the level. eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour)eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Con / +9 Mag Changes damage: +20% arcane Mana each turn: +2.60 Mana when hit: +3.00 Maximum mana: +97.00 Spellpower: +10 (+2 eff.) 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 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat (3 def, 0 armour) elven-silk wizard hat (3 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Adythra (5 def, 10 armour) Adythra (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +16 Str / +7 Con Changes resistances: +30% cold / +20% darkness / +15% physical Changes resistances penetration: +10% physical Changes damage: +3% physical Critical mult.: +6.00% Stamina each turn: +0.60 Only die when reaching: -80.00 life Maximum life: +84.00 Light radius: +2 Infravision radius: +1 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 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Bleakclash (29 def, 8 armour) Bleakclash (29 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +29 (+10 eff.) Ranged Defense: +22 (+7 eff.) Fatigue: +8% Damage (Melee): 10 lightning Damage (Ranged): 10 lightning Changes resistances: +25% lightning / +26% cold / +6% darkness Changes resistances penetration: +15% darkness Changes damage: +6% lightning Spell save: +54 (+9 eff.) Blindness immunity: +35% Poison immunity: +35% Disarm immunity: +10% Pinning immunity: +15% Knockback immunity: +10% A suit of armour made of leather. |
Flashwolf the drakeskin leather armour (42 def, 8 armour) Flashwolf the drakeskin leather armour (42 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +10.0% Armour: +8 Defense: +42 (+14 eff.) Ranged Defense: +22 (+7 eff.) Fatigue: +8% Changes stats: +5 Dex / +9 Wil / +8 Cun Changes resistances penetration: +25% lightning Reduces incoming crit damage: 35.00% Physical save: +50 (+9 eff.) Mental save: +65 (+17 eff.) Blindness immunity: +10% Disarm immunity: +30% Knockback immunity: +10% Stamina each turn: +1.50 Movement speed: +20% Chance to avoid any damage: +12% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% 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: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Ivykira the Starbreak (4 def, 7 armour) Ivykira the Starbreak (4 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * 40 arcane resource burn * Slows global speed by 30% * 64% chance to blind Changes resistances: +6% acid / +27% cold Changes resistances penetration: +5% darkness Changes damage: +3% light / +6% darkness Spell save: +20 (+4 eff.) A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Tykalthotir (5 def, 8 armour) Tykalthotir (5 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: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +9 Str / +8 Dex / +9 Mag / +15 Wil / +15 Cun Changes resistances: +9% lightning / +2% physical / +15% light / +12% cold / +5% arcane / +19% darkness Mental save: +21 (+6 eff.) Silence immunity: +10% A suit of armour made of leather. |
Yvona the drakeskin leather armour (15 def, 23 armour) Yvona the drakeskin leather armour (15 def, 23 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +12 Armour: +23 Defense: +15 (+5 eff.) Ranged Defense: +13 (+4 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 9 acid / 7 fire / 6 lightning Damage (Ranged): 9 acid / 10 fire / 8 lightning Changes resistances: +19% acid / +30% physical / +6% darkness / +22% lightning / +29% nature / +23% cold / +6% mind / +17% fire Spell save: +20 (+4 eff.) A suit of armour made of leather. |
drakeskin leather armour (5 def, 8 armour) drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% A suit of armour made of leather. |
searing drakeskin leather armour of thunder (5 def, 8 armour) searing drakeskin leather armour of thunder (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +13 (+3 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 16 acid / 18 fire Damage when hit (Melee): 12 acid / 8 fire Changes stats: +3 Str / +7 Mag / +7 Wil Changes resistances: +21% acid / +15% fire / +15% lightning Spellpower: +18 (+3 eff.) Spell crit. chance: +6% Mindpower: +18 (+5 eff.) Mental crit. chance: +6% A suit of armour made of leather. |
Gleampierce (9 def, 26 armour) Gleampierce (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +10 (+10 eff.) Physical crit. chance: +4.0% Armour: +26 Defense: +9 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 8 physical / 16 light / 12 mind Changes stats: +8 Str / +6 Wil / +6 Con Changes resistances: +15% acid / +13% physical / +30% darkness / +15% cold / +30% blight / +15% fire / +13% lightning / +12% light Changes damage: +6% physical Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 10.00% Physical save: +34 (+7 eff.) Disarm immunity: +39% Stun/Freeze immunity: +40% Knockback immunity: +39% Maximum stamina: +15.00 Light radius: +2 Healing mod.: +5% A suit of armour made of metal plates. |
Yvoyawyn the voratun plate armour (26 def, 21 armour) Yvoyawyn the voratun plate armour (26 def, 21 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +21 Defense: +26 (+9 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +26% Changes stats: +5 Str / +4 Wil / +11 Cun / +7 Con Changes resistances: +6% temporal Mental save: +39 (+11 eff.) Blindness immunity: +5% Cut immunity: +10% Knockback immunity: +10% Maximum life: +100.00 Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of metal plates. |
voratun plate armour (9 def, 16 armour) voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% A suit of armour made of metal plates. |
voratun plate armour 'Mayenn' (13 def, 26 armour) voratun plate armour 'Mayenn' (13 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +13 (+4 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 24 acid Changes stats: +3 Mag Changes resistances: +13% acid / +12% physical / +6% darkness / +22% fire / +38% cold / +13% lightning / +15% temporal Changes resistances penetration: +20% arcane Life regen: +4.00 Mana each turn: +0.32 Only die when reaching: -40.00 life Maximum life: +100.00 Healing mod.: +30% Damage Shield penetration: +70% A suit of armour made of metal plates. |
quiver of dragonbone arrows 'Thunderbraze' (19/19, 51.5-72.1 power, 18 apr) quiver of dragonbone arrows 'Thunderbraze' (19/19, 51.5-72.1 power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 19 On weapon hit: * 40% chance to inflict damage reduction * Slows global speed by 60% * 102% chance to daze * 10% chance to knock the target back Damage (Ranged): +20 lightning / +49 physical / +32 darkness / +12 nature Burst (radius 1) on hit: +4 nature / +20 lightning Burst (radius 2) on crit: +20 darkness Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of annihilation (49/49, 78-109.2 power, 42 apr) sentry's quiver of dragonbone arrows of annihilation (49/49, 78-109.2 power, 42 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 78.0 - 109.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +42 Physical crit. chance: +14.0% Capacity: 49 Turns elapse between self-loadings: 2 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
90 alchemist agate 90 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
voratun pickaxe of quickening (dig speed 17 turns) voratun pickaxe of quickening (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blastgrinder the dwarven lantern Blastgrinder the dwarven lanternInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Dex / +3 Con Changes damage: +6% acid / +6% lightning / +9% blight Spell save: +21 (+4 eff.) Mental save: +15 (+5 eff.) Mana each turn: +0.08 Maximum mana: +80.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Light radius: +8 See stealth: +23 See invisible: +41 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 100.19 cold damage and 65.84 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
dwarven lantern 'Polath' dwarven lantern 'Polath'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 Damage when hit (Melee): 4 temporal Changes stats: +8 Con / +11 Wil Changes resistances: +15% blight / +12% cold / +15% acid Changes resistances penetration: +12% all Changes damage: +9% blight / +6% temporal / +15% mind Physical save: +6 (+1 eff.) Blindness immunity: +20% Disease immunity: +10% Silence immunity: +20% Disarm immunity: +20% Life regen: +6.50 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Vilesquall' dwarven lantern 'Vilesquall'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 light Changes stats: +9 Str / +4 Mag / +1 Wil / +3 Cun Changes resistances penetration: +25% lightning Changes damage: +6% nature / +15% lightning Light radius: +9 See invisible: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal dwarven lantern of the sun ethereal dwarven lantern of the sunPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +15% darkness Changes damage: +15% light Damage affinity(heal): +5% light Spellpower: +17 (+3 eff.) Light radius: +9 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 117.37 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. |
piercing dwarven lantern of illusion piercing dwarven lantern of illusionCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Defense: +15 (+5 eff.) Changes resistances penetration: +12% all Physical save: +14 (+3 eff.) Spell save: +16 (+3 eff.) Mental save: +16 (+5 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +0% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1552.54 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 Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1556.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dragonbone totem of cure ailments 'Morninglady' [power 7] (15 cooldown) dragonbone totem of cure ailments 'Morninglady' [power 7] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +4 Con Changes resistances: +3% physical Changes resistances penetration: +15% blight / +10% light Physical save: +6 (+1 eff.) Healing mod.: +20% It can be used to remove up to 7 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Brightraptor [power 365] (6 cooldown) Brightraptor [power 365] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +6% lightning / +2% physical / +15% nature Changes resistances penetration: +10% blight Changes damage: +3% light / +6% blight Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Spell save: +40 (+7 eff.) Confusion immunity: +10% Spellpower: +14 (+2 eff.) It can be used to creates a wall of flames lasting 4 turns (dealing 697 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 11 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
3 diamond 3 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. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Sadie E. Atomplan the Ogre Adventurer level 27
76th Pyre 123rd year of Ascendancy at 03:51 see stats
By Sadie E. Atomplan the Ogre Adventurer level 19
51st Regrowth 123rd year of Ascendancy at 01:22 see stats
By Sadie E. Atomplan the Ogre Adventurer level 30
10th Dusk 123rd year of Ascendancy at 13:13 see stats
By Sadie E. Atomplan the Ogre Adventurer level 44
58th Regrowth 124th year of Ascendancy at 10:17 see stats
By Sadie E. Atomplan the Ogre Adventurer level 36
6th Haze 123rd year of Ascendancy at 04:54 see stats
By Sadie E. Atomplan the Ogre Adventurer level 29
5th Dusk 123rd year of Ascendancy at 08:33 see stats
By Sadie E. Atomplan the Ogre Adventurer level 70
2nd Dusk 124th year of Ascendancy at 06:20 see stats
By Sadie E. Atomplan the Ogre Adventurer level 13
53rd Haze 122nd year of Ascendancy at 04:51 see stats
By Sadie E. Atomplan the Ogre Adventurer level 38
4th Decay 123rd year of Ascendancy at 03:35 see stats
By Sadie E. Atomplan the Ogre Adventurer level 28
1st Dusk 123rd year of Ascendancy at 01:49 see stats
By Sadie E. Atomplan the Ogre Adventurer level 73
8th Dusk 124th year of Ascendancy at 10:14 see stats
By Sadie E. Atomplan the Ogre Adventurer level 90
40th Dusk 124th year of Ascendancy at 21:16 see stats
By Sadie E. Atomplan the Ogre Adventurer level 50
2nd Pyre 124th year of Ascendancy at 07:29 see stats
By Sadie E. Atomplan the Ogre Adventurer level 17
17th Regrowth 123rd year of Ascendancy at 00:52 see stats
By Sadie E. Atomplan the Ogre Adventurer level 20
75th Regrowth 123rd year of Ascendancy at 10:00 see stats
By Sadie E. Atomplan the Ogre Adventurer level 37
29th Haze 123rd year of Ascendancy at 03:03 see stats
By Sadie E. Atomplan the Ogre Adventurer level 46
70th Regrowth 124th year of Ascendancy at 18:54 see stats
By Sadie E. Atomplan the Ogre Adventurer level 39
4th Decay 123rd year of Ascendancy at 11:45 see stats
By Sadie E. Atomplan the Ogre Adventurer level 19
51st Regrowth 123rd year of Ascendancy at 01:48 see stats
By Sadie E. Atomplan the Ogre Adventurer level 45
58th Regrowth 124th year of Ascendancy at 16:18 see stats
By Sadie E. Atomplan the Ogre Adventurer level 64
7th Mirth 124th year of Ascendancy at 11:07 see stats
By Sadie E. Atomplan the Ogre Adventurer level 89
39th Dusk 124th year of Ascendancy at 20:30 see stats
By Sadie E. Atomplan the Ogre Adventurer level 112
75th Dusk 124th year of Ascendancy at 04:41 see stats
By Sadie E. Atomplan the Ogre Adventurer level 53
46th Pyre 124th year of Ascendancy at 17:02 see stats
By Sadie E. Atomplan the Ogre Adventurer level 58
67th Pyre 124th year of Ascendancy at 02:18 see stats
By Sadie E. Atomplan the Ogre Adventurer level 31
15th Dusk 123rd year of Ascendancy at 17:25 see stats
By Sadie E. Atomplan the Ogre Adventurer level 10
2nd Flare 122nd year of Ascendancy at 19:46 see stats
By Sadie E. Atomplan the Ogre Adventurer level 20
65th Regrowth 123rd year of Ascendancy at 23:21 see stats
By Sadie E. Atomplan the Ogre Adventurer level 30
6th Dusk 123rd year of Ascendancy at 21:21 see stats
By Sadie E. Atomplan the Ogre Adventurer level 40
1st Wintertide 124th year of Ascendancy at 09:43 see stats
By Sadie E. Atomplan the Ogre Adventurer level 50
2nd Pyre 124th year of Ascendancy at 02:07 see stats
By Sadie E. Atomplan the Ogre Adventurer level 43
38th Regrowth 124th year of Ascendancy at 21:00 see stats
By Sadie E. Atomplan the Ogre Adventurer level 126
18th Haze 124th year of Ascendancy at 22:51 see stats
By Sadie E. Atomplan the Ogre Adventurer level 88
38th Dusk 124th year of Ascendancy at 23:19 see stats
By Sadie E. Atomplan the Ogre Adventurer level 50
2nd Pyre 124th year of Ascendancy at 07:28 see stats
By Sadie E. Atomplan the Ogre Adventurer level 44
51st Regrowth 124th year of Ascendancy at 00:01 see stats
By Sadie E. Atomplan the Ogre Adventurer level 12
32nd Dusk 122nd year of Ascendancy at 22:09 see stats
By Sadie E. Atomplan the Ogre Adventurer level 21
21st Pyre 123rd year of Ascendancy at 14:36 see stats
By Sadie E. Atomplan the Ogre Adventurer level 58
68th Pyre 124th year of Ascendancy at 06:36 see stats
By Sadie E. Atomplan the Ogre Adventurer level 26
58th Pyre 123rd year of Ascendancy at 14:43 see stats
By Sadie E. Atomplan the Ogre Adventurer level 29
1st Dusk 123rd year of Ascendancy at 07:22 see stats
By Sadie E. Atomplan the Ogre Adventurer level 7
9th Mirth 122nd year of Ascendancy at 07:58 see stats
By Sadie E. Atomplan the Ogre Adventurer level 19
51st Regrowth 123rd year of Ascendancy at 01:22 see stats
By Sadie E. Atomplan the Ogre Adventurer level 17
18th Regrowth 123rd year of Ascendancy at 06:22 see stats
By Sadie E. Atomplan the Ogre Adventurer level 70
1st Dusk 124th year of Ascendancy at 14:54 see stats
By Sadie E. Atomplan the Ogre Adventurer level 12
8th Dusk 122nd year of Ascendancy at 12:01 see stats
By Sadie E. Atomplan the Ogre Adventurer level 33
39th Dusk 123rd year of Ascendancy at 20:40 see stats
By Sadie E. Atomplan the Ogre Adventurer level 17
17th Regrowth 123rd year of Ascendancy at 22:47 see stats
By Sadie E. Atomplan the Ogre Adventurer level 30
8th Dusk 123rd year of Ascendancy at 23:09 see stats
By Sadie E. Atomplan the Ogre Adventurer level 22
24th Pyre 123rd year of Ascendancy at 07:57 see stats
By Sadie E. Atomplan the Ogre Adventurer level 132
31st Haze 124th year of Ascendancy at 20:11 see stats
By Sadie E. Atomplan the Ogre Adventurer level 26
73rd Pyre 123rd year of Ascendancy at 17:49 see stats
Log
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Your bone shield absorbs the damage!
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Sadie E. Atomplan hits Elibretira the elder vampire for 3 lightning, 0 temporal, 1 light, 0 nature, 0 blight, 2 arcane, 3 lightning, 0 temporal, 1 light, 0 nature, 0 blight, 2 arcane (12 total damage).
Elibretira the elder vampire hits Sadie E. Atomplan for (2996 to bones), 0 physical, 0 physical (0 total damage).
Elibretira the elder vampire uses Empower Poisons.
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Sadie E. Atomplan is poisoned!
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Sadie E. Atomplan hits Elibretira the elder vampire for 3 lightning, 0 temporal, 1 light, 0 nature, 0 blight, 2 arcane, 3 lightning, 0 temporal, 1 light, 0 nature, 0 blight, 2 arcane (12 total damage).
Elibretira the elder vampire hits Sadie E. Atomplan for 0 physical, 0 physical (0 total damage).
Elibretira the elder vampire uses Bear Trap.
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Elibretira the elder vampire uses Bear Trap.
Sadie E. Atomplan hits Elibretira the elder vampire for 3 lightning, 0 temporal, 1 light, 0 nature, 0 blight, 2 arcane, 3 lightning, 0 temporal, 1 light, 0 nature, 0 blight, 2 arcane (12 total damage).
Elibretira the elder vampire hits Sadie E. Atomplan for 0 physical, 0 physical (0 total damage).
Elibretira the elder vampire uses Bear Trap.
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Sadie E. Atomplan hits Elibretira the elder vampire for 3 lightning, 0 temporal, 1 light, 0 nature, 0 blight, 2 arcane, 3 lightning, 0 temporal, 1 light, 0 nature, 0 blight, 2 arcane (12 total damage).
Elibretira the elder vampire hits Sadie E. Atomplan for 0 physical, 0 physical (0 total damage).
Sadie E. Atomplan fails to use Channel Staff.
Elibretira the elder vampire uses Bear Trap.
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Elibretira the elder vampire uses Venomous Strike.
Elibretira the elder vampire performs a melee critical strike against Sadie E. Atomplan!
Saving game...