










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 30 / 16% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 25 (base 12) |
| Dexterity | 13 (base 12) |
| Constitution | 30 (base 12) |
| Magic | 54 (base 47) |
| Willpower | 68 (base 60) |
| Cunning | 15 (base 13) |
Resources
| Mana | 544/544 |
| Psi | 420/420 |
| Vim | 186/186 |
| Life | 442/442 |
| Paradox | 469 |
| Soul | 8/8 |
| Healing Factor | 1.1592147729952 |
| Regeneration | 5.8540346036258 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +113.3024346585% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 10 |
| See Stealth | 6 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 28 |
| Crit Chance | 24% |
| APR | 14 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 27% |
| Speed | 0.8695652173913 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 5% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Light | +14% |
| Physical | +35% |
| Mind | +14% |
| Arcane | +20% |
| Cold | +20% |
| All | +5% |
Offense: Damage Penetration
| Lightning | +5% |
| Physical | +15% |
| Arcane | +10% |
| Mind | +10% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 36.431620347325 (48.304188961773%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 54.15 |
| Spell Save | 60 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Lightning | + 20%( 70%) |
| Darkness | + 3%( 70%) |
| Cold | + 3%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 43% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Teleport Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 214 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (86% 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 Dexterity stat. |
Class Talents
| Spell / Meta | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Corruption / Rot | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Golden Age of Necromancy |
| talent | Disintegration |
| talent | Infestation |
| talent | Energy Decomposition |
| talent | Matter Weaving |
| talent | Spellcraft |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+33% global speed). Clarity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by Layolebeth the degenerated skeleton archer. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Neralessra the war bear. Escort: lost warrior (level 3 of Trollmire) | failed |
You failed to protect the repented thief from death by Hemkor the quasit. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by midge swarm. Escort: worried loremaster (level 4 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed pouch of bone giant dust. * You've found the needed honey tree root. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed snow giant kidney. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed red crystal shard. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +21% Confusion immunity: +20% Stun/Freeze immunity: +24% A pair of boots made of leather. |
| Light source | watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +21% Confusion immunity: +10% Light radius: +6 See stealth: +6 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 9 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | stabilizing cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Mag / +4 Wil / +4 Con Changes damage: +9% arcane Physical save: +8 (+1 eff.) 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: 6.5 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 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... |
| Tool | iron pickaxe 'Durylach' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% arcane / +3% darkness Blindness immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper citrine ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Physical power: +7 (+4 eff.) Defense: +9 (+3 eff.) Fatigue: -5% Changes resistances: +3% cold Changes resistances penetration: +10% arcane Changes damage: +9% cold / +6% arcane / +5% all Maximum encumbrance: +21 Spellpower: +6 (+2 eff.) Mindpower: +7 (+3 eff.) Light radius: +4 Infravision radius: +4 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | copper ring 'Startrencher'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+3 eff.) Changes damage: +9% light Critical mult.: +10.00% Mental save: +6 (+1 eff.) Confusion immunity: +22% Stamina each turn: +1.00 Only die when reaching: -60.00 life Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Sleettooth (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Damage (Melee): 37 arcane Changes resistances penetration: +5% cold / +15% physical Changes damage: +6% cold / +30% physical Talent granted: +1 Command Staff Critical mult.: +19.00% Only die when reaching: -60.00 life Maximum mana: +120.00 Spellpower: +25 (+8 eff.) Spell crit. chance: +17% Talent on hit(spell): Chain Lightning (10% chance level 6). Staves designed for wielders of magic, by the greats of the art. |
| On hands | Blastbright the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +21% lightning / +12% mind Changes resistances penetration: +5% lightning / +10% mind Changes damage: +9% mind Life regen: +4.80 Stamina each turn: +1.00 Psi each turn: +0.34 When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Korozor (20 def, 12 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +20 (+6 eff.) Fatigue: +8% Changes stats: +4 Cun / +6 Wil Changes resistances: +7% arcane Critical mult.: +15.00% Spell save: +13 (+2 eff.) Mental save: +18 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +1% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +8 (+2 eff.) Changes stats: +10 Lck Blindness immunity: +12% Infravision radius: +4 Sight radius: +2 See invisible: +5 Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; physical, darkness, blight, arcane, nature, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 darkness, 5 blight, 4 arcane, 5 nature, 4 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 70; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 direct a cone of chilling stormwind doing 70.32 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 5; phase 16; cd 15)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: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 8; resist 10%; move 30%; dur 5; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 30% faster, and you are invisible (power 8). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 881% over 10 turns; mana 44; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 881% for 10 turns (22 total) and instantly restoring 44 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 spell talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 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 spell talent. |
manasurge rune of the wizard (regen 932% over 10 turns; mana 46; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 932% for 10 turns (23 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 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 spell talent. |
shatter afflictions rune of the titan (absorb 57; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 70; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
shatter afflictions rune of the wizard (absorb 99; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
shielding rune of the titan (absorb 253; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 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 253 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 215; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10 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 215 damage for 6 turns. 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 spell talent. |
stormshield rune of the psychic (threshold 58; blocks 5; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 58 up to 5 times. 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 spell talent. |
teleportation rune (range 27; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 27 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
BrodosatirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Changes resistances: +6% lightning / +6% physical / +5% arcane Stamina each turn: +0.30 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
DemonvortexCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +7 Dex / +7 Cun / +7 Con Changes resistances: +15% darkness Changes resistances penetration: +10% cold Changes damage: +12% mind / +9% cold Life regen: +3.00 Stamina each turn: +1.30 Movement speed: +10% Amulets make your neck look great! |
Khelobers the RainruneCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +12 Armour: +2 Changes resistances: +3% temporal / +12% darkness / +12% cold Critical mult.: +14.00% Reduces incoming crit damage: 5.00% Only die when reaching: -60.00 life Healing mod.: +10% Amulets make your neck look great! |
Starstrike the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 35% Damage when hit (Melee): 6 light Changes resistances: +9% acid / +6% light Changes resistances cap: +3% all Changes resistances penetration: +10% acid / +5% fire Changes damage: +9% light Physical save: +9 (+1 eff.) Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of mastery (0.12 Spell / Nightfall)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind Talent mastery: +0.12 Spell / Nightfall Confusion immunity: +21% Amulets make your neck look great! |
gold amulet 'Relgomaldil'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes stats: +2 Str Changes resistances cap: +4% all Changes resistances penetration: +25% mind Physical save: +10 (+2 eff.) Maximum psi: +30.00 Mental crit. chance: +2% Infravision radius: +3 See invisible: +6 Amulets make your neck look great! |
gold amulet 'Stormknight'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +2 Mag / +6 Wil Changes resistances: +12% lightning Changes damage: +12% acid / +5% fire / +5% cold / +15% lightning Cut immunity: +50% Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 325 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Hazegrinder'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +3% darkness / +6% cold / +6% nature / +12% mind Changes resistances penetration: +25% cold Changes damage: +3% nature Confusion immunity: +27% Amulets make your neck look great! |
Ce'Nanor the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +25 (+12 eff.) Changes stats: +4 Cun / +3 Mag Changes resistances: +6% acid Changes damage: +9% physical Physical save: +15 (+3 eff.) Disarm immunity: +20% Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
Haluroddakath the SulfurpunishInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex / +2 Mag / +3 Cun / +4 Con Changes resistances: +12% nature / +28% cold Changes resistances penetration: +10% fire Changes damage: +14% cold Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 11 light Changes stats: +2 Mag Changes damage: +11% light Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 26 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 26 Damage (Ranged): 5 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Light radius: +4 Infravision radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Stun/Freeze immunity: +30% Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
gold ring 'Furnacepiety'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +2 Cun Changes resistances: +9% lightning / +26% fire Changes resistances penetration: +15% fire Changes damage: +9% mind / +13% fire Maximum hate: +10.00 Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
sneakthief's copper ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+4 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 26 Damage (Melee): 10 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 26 Damage (Ranged): 9 physical Changes stats: +7 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Cun / +5 Wil Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
steel ring 'Mayuritha'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +7 (+2 eff.) Changes stats: +4 Dex / +1 Con Changes resistances: +24% cold Changes damage: +9% arcane / +12% cold Spell save: +15 (+2 eff.) Maximum stamina: +13.00 Spellpower: +5 (+1 eff.) Movement speed: +14% 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: 5.5 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 42% for 5 turns. Rings make your fingers look great! |
steel ring 'Shineseam'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 temporal Changes resistances: +20% light Changes damage: +12% light Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +8 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
stralite ring 'Salelrann'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% acid / +12% cold Changes damage: +18% acid / +6% mind Critical mult.: +15.00% Spell save: +12 (+1 eff.) Mental save: +12 (+3 eff.) Mental crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
stralite ring 'Xanosetha'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +6 Cun / +6 Wil Changes resistances: +6% mind / +12% fire Changes damage: +6% mind Spell save: +3 (+0 eff.) Disarm immunity: +61% Pinning immunity: +63% Knockback immunity: +68% Maximum life: +75.00 Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
warrior's gold ring of darkness (+32%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +32% darkness Changes damage: +16% darkness Rings make your fingers look great! |
Moon (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 65% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Glaremight (55-82 power, 3 apr)Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 42% chance to reduce all saves and defense by 26 Damage (Melee): +23 mind Damage (radius 1) on hit: +8 light When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +3% cold Physical save: +3 (+0 eff.) Mental save: +18 (+4 eff.) Knockback immunity: +20% Teleport immunity: +20% Only die when reaching: -80.00 life Massive two-handed mauls. |
Turanarilen the Barkblur (13-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 fire / 8 mind / 8 darkness Changes resistances: +6% nature / +11% fire Changes resistances penetration: +12% fire Changes damage: +6% darkness / +12% fire / +12% nature / +13% mind Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +3.00 Hate per kill: +3.00 Psi per kill: +3.00 Maximum psi: +30.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +6% It can be used to inflict 96.67 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of storms (15-17 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 14 lightning Changes stats: +2 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +7 Con Changes resistances: +4% lightning Changes resistances penetration: +15% lightning Changes damage: +20% lightning / +14% fire / +9% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dragonbone starstaff 'Swampglamour' (30-36 power, 6 apr, physical element)Requires: - Magic 48 Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to slow global speed by 53% Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +15% nature Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +19.00% Poison immunity: +20% Stun/Freeze immunity: +10% Life regen: +4.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +20% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of the prodigy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +12 Mag / +7 Wil / +11 Cun Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Ichorspire the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +5 Mag / +6 Wil Changes resistances: +9% temporal Changes resistances penetration: +25% nature Changes damage: +12% temporal Mental save: +12 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Isessra the PyremaimInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 8 darkness Changes stats: +1 Con Changes damage: +9% fire Life regen: +0.80 Stamina each turn: +1.00 Maximum stamina: +10.00 Healing mod.: +11% A belt that goes around your waist. |
SmolderstarCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Str / +1 Dex / +5 Cun Changes resistances penetration: +8% physical Changes damage: +11% physical Reduces incoming crit damage: 15.00% A belt that goes around your waist. |
XeroveaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+10 eff.) Physical crit. chance: +2.0% Physical power: +7 (+4 eff.) Changes stats: +5 Str / +4 Dex / +4 Cun / +4 Con / +7 Lck Changes resistances: +6% lightning / +7% temporal / +1% physical Trap disarming bonus: +10 Stealth bonus: +7 Physical save: +10 (+2 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
monstrous hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con / +7 Lck Trap disarming bonus: +13 Stealth bonus: +8 Physical save: +8 (+1 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
monstrous hardened leather belt of carryingPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Fatigue: -6% Changes stats: +4 Str / +5 Con Maximum encumbrance: +31 Physical save: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +18% Summoned Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Sulfurbane (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 nature Changes stats: +11 Cun / +3 Dex Changes resistances: +3% light / +3% nature Mindpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gunidin' (10 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +12% nature / +11% blight Changes resistances penetration: +10% blight Physical save: +7 (+1 eff.) Life regen: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +80.00 Spellpower: +5 (+1 eff.) Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Ragogadas' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +3% mind / +11% cold / +6% light / +9% fire Changes damage: +6% mind Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +11% darkness / +12% temporal Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts 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. |
Betira the silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Cun / +4 Con Changes resistances: +27% lightning / +6% light / +13% all Changes damage: +18% lightning Reduces incoming crit damage: 15.00% Spell save: +15 (+2 eff.) Silence immunity: +20% Life regen: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Korurak the linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +20 (+10 eff.) Changes stats: +1 Con Changes resistances: +11% temporal / +7% all Changes damage: +11% temporal Reduces incoming crit damage: 5.00% Only die when reaching: -60.00 life Infravision radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lorerin (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +10% acid Changes damage: +6% arcane / +21% blight Critical mult.: +20.00% Spell save: +19 (+3 eff.) Vim when firing critical spell: +2.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubywyn (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +1 Wil / +4 Con Changes resistances: +16% lightning / +12% darkness / +13% mind / +11% all Changes damage: +11% lightning / +11% nature Physical save: +12 (+2 eff.) Spell save: +13 (+2 eff.) Mental save: +36 (+9 eff.) Poison immunity: +25% Disease immunity: +22% Maximum hate: +2.00 Mental crit. chance: +1% 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. |
mindwoven silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +13% all Mental save: +19 (+4 eff.) Silence immunity: +32% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +12 (+4 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armirevon the pair of iron boots (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +11 Fatigue: +2% Changes stats: +2 Con Mindpower: +25 (+9 eff.) See invisible: +18 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duvublek the pair of dwarven-steel boots (30 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +4 (+2 eff.) Armour: +4 Defense: +30 (+10 eff.) Fatigue: +3% Changes stats: +5 Cun Changes damage: +9% mind Maximum stamina: +20.00 Spellpower: +5 (+1 eff.) Mindpower: +10 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emeleth (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +1 Changes stats: +1 Str / +5 Dex / +3 Cun Changes resistances: +6% temporal Only die when reaching: -60.00 life It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Shiverjam (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Damage when hit (Melee): 6 acid Changes resistances: +6% acid / +6% cold Changes resistances penetration: +5% cold Changes damage: +6% cold Maximum encumbrance: +21 Physical save: +6 (+1 eff.) Light radius: +3 A pair of boots made of leather. |
pair of dwarven-steel boots 'Sunresolve' (10 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Fatigue: -3% Changes resistances penetration: +25% fire Maximum encumbrance: +27 Physical save: +8 (+1 eff.) Mental save: +12 (+3 eff.) Poison immunity: +20% Pinning immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Stormbore' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 temporal Changes stats: +4 Cun / +2 Con Changes resistances penetration: +5% lightning / +20% temporal Physical save: +12 (+2 eff.) Mental save: +16 (+4 eff.) Psi when hit: +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fulechik (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +4 Con Physical save: +3 (+0 eff.) Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +10.00 Infravision radius: +1 See invisible: +6 When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Myrin (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +14.0% Armour: +2 Damage when hit (Melee): 2 mind Changes stats: +4 Cun Critical mult.: +24.00% Maximum stamina: +20.00 Spell crit. chance: +11% Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 21.5 - 23.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +13.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
drakeskin leather gloves 'Duvolen' (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 35% * 19% chance to reduce all saves and defense by 26 Damage (Melee): 7 acid / 48 darkness / 7 lightning / 7 cold / 21 mind / 7 fire Changes stats: +4 Mag / +3 Wil Changes resistances: +12% darkness / +5% arcane Changes resistances penetration: +25% acid Changes damage: +6% acid / +7% darkness / +6% arcane Mental save: -10 (-4 eff.) Mindpower: +7 (+3 eff.) When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Reproach (10% chance level 5). On weapon hit: * 11% chance to reduce damage dealt by 22% Damage (Melee): +14 ice / +27 acid / +14 fire / +27 lightning It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Ce'Natira' (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 lightning Changes resistances: +5% lightning Changes damage: +4% lightning Reduces incoming crit damage: 10.00% Spell save: +9 (+1 eff.) Life regen: +2.00 Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +5 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Layiwe' (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +7 Fatigue: +1% Damage (Melee): 7 physical Changes stats: +5 Wil Changes damage: +19% physical Spellpower on spell critical (stacks up to 3 times): +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Khelerin' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Spell save: +12 (+1 eff.) Blindness immunity: +20% Poison immunity: +10% Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eriregodunafast the iron helm (0 def, 15 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +7 Armour: +15 Fatigue: +5% Changes stats: +2 Cun / +3 Dex Changes damage: +3% temporal Critical mult.: +5.00% Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hettundil the cashmere wizard hat (32 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Defense: +32 (+10 eff.) Changes stats: +4 Str Changes resistances: +3% acid / +19% fire Changes damage: +13% fire Life regen: +4.00 A pointy cloth hat, very wizardly... |
Loamtide (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% light / +11% cold / +5% arcane / +9% fire Changes damage: +6% nature / +3% mind Allows you to breathe in: water Life regen: +4.00 A cap made of leather. |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Mag / +3 Con Changes damage: +9% arcane Life regen: +2.90 Damage Shield Power: +8% 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: 6.5 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 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... |
rough leather cap 'Glitterripper' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when hit (Melee): 2 blight Changes resistances penetration: +10% arcane Changes damage: +6% nature / +9% light Spellpower on spell critical (stacks up to 3 times): +10 Light radius: +3 Infravision radius: +2 A cap made of leather. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
rejuvenating reinforced leather armour of Toknor (12 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Critical mult.: +14.00% Life regen: +2.00 Stamina each turn: +1.40 A suit of armour made of leather. |
Fire Dragon Shield (16 def, 9 armour, 220 block)Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
330 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Siluldawe the Strikewire (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 6 lightning Changes stats: +3 Str Disease immunity: +20% Pinning immunity: +20% Teleport immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Adidanne the BlazeshaperInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances penetration: +25% light Changes damage: +9% light Mental save: +7 (+1 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +7% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Duvathel the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes resistances: +15% mind Changes resistances penetration: +20% blight Changes damage: +6% arcane Maximum mana: +20.00 Light radius: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Mardysin'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +3% physical / +3% fire Mental save: +9 (+2 eff.) Blindness immunity: +20% Poison immunity: +20% Life regen: +2.00 Light radius: +4 See stealth: +6 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Mental save: +6 (+1 eff.) Spellpower: +8 (+2 eff.) Light radius: +6 See stealth: +15 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes resistances: +6% blight / +8% fire / +6% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 24 blight damage or heals 34 life. Creatures standing in the retch also have 21% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 6.5 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Floepride the dwarven-steel torque of psionic shield [power 79] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 35% Damage when hit (Melee): 6 acid Changes resistances: +9% acid Changes damage: +9% acid / +3% cold It can be used to setup a psionic shield, reducing all damage taken by 79 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Gain a 23% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Frigidbender the voratun torque of clear mind [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +24% acid / +27% cold Changes damage: +12% lightning / +15% cold / +6% acid It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
Layussra [power 190] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +3 Mag / +1 Wil Changes resistances penetration: +20% mind Changes damage: +6% arcane Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+5 eff.) It can be used to blast the opponent's mind dealing 216 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Lustrewill' [power 270] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Str / +2 Wil / +7 Cun / +5 Con Changes resistances: +15% light Changes damage: +3% light It can be used to blast the opponent's mind dealing 307 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Beegas [power 212] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +15% fire / +5% arcane / +6% cold Teleport immunity: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 44 lightning damage and will be dazed for 1 turn (222 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Betydawyn the elm wand of shielding [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Con Changes damage: +6% mind Reduces incoming crit damage: 10.00% Psi when hit: +0.04 Maximum psi: +40.00 Infravision radius: +1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 32. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightripper [power 180] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes damage: +18% light Hate when firing a critical mind attack: +3.00 Mental crit. chance: +7% It can be used to fire a magical bolt dealing 189 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 52. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Icebreak' [power 200] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Changes stats: +4 Con Changes resistances: +6% cold Critical mult.: +10.00% Physical save: +9 (+1 eff.) It can be used to create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 35% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Yckoue the Ghoul Adventurer level 23
4th Pyre 123rd year of Ascendancy at 09:30 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By Yckoue the Ghoul Adventurer level 29
23rd Haze 123rd year of Ascendancy at 20:59 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Yckoue the Ghoul Adventurer level 10
22nd Dusk 122nd year of Ascendancy at 10:51 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Yckoue the Ghoul Adventurer level 19
2nd Allure 123rd year of Ascendancy at 05:35 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Yckoue the Ghoul Adventurer level 10
22nd Dusk 122nd year of Ascendancy at 10:50 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Yckoue the Ghoul Adventurer level 20
2nd Allure 123rd year of Ascendancy at 08:33 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Yckoue the Ghoul Adventurer level 30
23rd Haze 123rd year of Ascendancy at 20:59 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Yckoue the Ghoul Adventurer level 28
48th Dusk 123rd year of Ascendancy at 16:15 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Yckoue the Ghoul Adventurer level 28
20th Haze 123rd year of Ascendancy at 23:00 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Yckoue the Ghoul Adventurer level 16
28th Haze 122nd year of Ascendancy at 21:38 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Yckoue the Ghoul Adventurer level 9
16th Dusk 122nd year of Ascendancy at 21:53 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Yckoue the Ghoul Adventurer level 9
13rd Dusk 122nd year of Ascendancy at 16:58 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Yckoue the Ghoul Adventurer level 28
17th Dusk 123rd year of Ascendancy at 12:26 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Yckoue the Ghoul Adventurer level 16
20th Haze 122nd year of Ascendancy at 09:55 see stats


























































































































