Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 38 / 46% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 107 (base 31) |
| Dexterity | 150 (base 60) |
| Constitution | 60 (base 12) |
| Magic | 56 (base 12) |
| Willpower | 106 (base 60) |
| Cunning | 119 (base 60) |
Resources
| Hate | 31/109 |
| Mana | 631/631 |
| Psi | 176/176 |
| Paradox | 300 |
| Life | 1127/1127 |
| Positive | 0/151 |
| Stamina | 457/457 |
| Equilibrium | 45 |
| Healing Factor | 1.57 |
| Regeneration | 23.942500000001 |
Speed
| Mental | -5% |
| Attack | 0% |
| Movement | +32.7836465099% |
| Spell | 0% |
| Global | +140% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
| See Stealth | 9 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 247 |
| Accuracy | 85 |
| Crit Chance | 88% |
| APR | 65 |
| Speed | 0.84 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 42.666666666667 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63.95 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 85 (87.462686567164%) |
| Defense | 56.066666666668 |
| Ranged Defense | 60.050000000001 |
| Fatigue | 1 |
| Physical Save | 49.95 |
| Spell Save | 56.033333333333 |
| Mental Save | 63.0375 |
Defense: Resistances
| All | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 44% |
| Poison Resistance | 25% |
| Blind Resistance | 100% |
| Silence Resistance | 46% |
| Pinning Resistance | 66% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 34% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 531 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Archery training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Battle tactics | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Secrets of the Eternals |
| talent | Thermal Shield |
| talent | Charged Shield |
| talent | Pace Yourself |
| talent | Augmentation |
| talent | Elemental Harmony |
| talent | Skate |
| talent | Essence of Speed |
| talent | Wild Growth |
| talent | Searing Sight |
| talent | Beyond the Flesh |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 pouch of faeros ash. * You've found the needed pouch of bone giant dust. * '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.' Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed orc heart. * '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 Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one storm wyrm claw. I recommend severing one of 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.' | 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 within20 lumberjacks have died. | 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
| Psionic focus | diamond 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
| Quiver | Beridan (22/22, 61.5-73.8 power, 5 apr) Beridan (22/22, 61.5-73.8 power, 5 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 61.5 - 73.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 22 On weapon hit: * Slows global speed by 40% * 20 arcane resource burn Damage (Ranged): +18 darkness Damage against: +12% Living Shots are used with slings to pummel your foes to death. |
| On hands | dwarven-steel gauntlets 'Shinebreacher' (0 def, 2 armour) dwarven-steel gauntlets 'Shinebreacher' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +11 Armour: +2 Damage (Melee): 10 nature Changes stats: +4 Cun / +4 Dex Changes resistances: +3% lightning / +7% nature / +6% darkness Changes resistances penetration: +5% light Changes damage: +3% nature Physical save: +7 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +31% Light radius: +1 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: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Branirath the alchemist's lamp Branirath the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil / +3 Con Changes resistances: +8% blight Critical mult.: +3.00% Spell save: +9 (+3 eff.) Blindness immunity: +30% Confusion immunity: +14% Life regen: +2.90 Mana each turn: +0.08 Maximum life: +46.00 Light radius: +7 See stealth: +9 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Eluldavena' (15 def, 21 armour) hardened leather cap 'Eluldavena' (15 def, 21 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +21 Defense: +15 (+4 eff.) Fatigue: +3% Changes stats: +4 Wil Changes resistances: +9% all Physical save: +23 (+7 eff.) Spell save: +10 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 A cap made of leather. |
| On feet | Zeragund (0 def, 13 armour) Zeragund (0 def, 13 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +13 Fatigue: +4% Changes resistances penetration: +5% blight / +14% physical Changes damage: +6% mind Critical mult.: +15.00% Silence immunity: +46% Confusion immunity: +30% Stun/Freeze immunity: +33% Mana when firing critical spell: +1.00 Vim when firing critical spell: +3.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Emalranor the dwarven-steel pickaxe (dig speed 4 turns) Emalranor the dwarven-steel pickaxe (dig speed 4 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+1 eff.) Changes stats: +2 Str / +2 Mag / +1 Wil / +3 Cun Changes resistances penetration: +16% physical Critical mult.: +13.00% Maximum life: +26.00 Maximum stamina: +16.00 Infravision radius: +1 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Fulesin the gold ring Fulesin the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Fatigue: -4% Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +12 Cun / +5 Dex Changes resistances: +2% physical Life regen: +0.90 Hate when firing a critical mind attack: +1.00 Maximum life: +58.00 Maximum stamina: +10.00 Maximum hate: +9.00 Healing mod.: +19% 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 162% 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. |
| On fingers | Tulykalthostir the Nimbusstake Tulykalthostir the NimbusstakeCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +11 Defense: +11 (+3 eff.) Effects on melee hit: * 15% chance to daze Changes resistances penetration: +5% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +20 (+5 eff.) Disarm immunity: +82% Pinning immunity: +56% Knockback immunity: +66% Maximum life: +69.00 Heals friendly targets nearby when you use a nature summon: +40 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. |
| Around neck | Zanothad the Dazzleraze Zanothad the DazzlerazePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +9 (+3 eff.) Fatigue: -6% Changes stats: +6 Dex / +4 Mag / +5 Cun / +5 Con / +8 Lck Changes resistances: +3% acid Changes resistances penetration: +10% light Changes damage: +3% acid / +6% light Life regen: +0.60 Stamina each turn: +0.50 Light radius: +3 Movement speed: +10% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
| In main hand | drakeskin leather sling 'Emelunne' drakeskin leather sling 'Emelunne'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 40% chance to gain 10% of a turn When wielded/worn: Changes stats: +2 Cun / +5 Mag Changes resistances penetration: +18% physical Changes damage: +12% arcane / +38% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Spellpower: +12 (+4 eff.) Mindpower: +6 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | drakeskin leather belt 'Shineblight' drakeskin leather belt 'Shineblight'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Damage when hit (Melee): 12 light Changes stats: +3 Con / +4 Wil Changes resistances: +6% nature Spell save: +14 (+4 eff.) Mental save: +25 (+6 eff.) Poison immunity: +25% Pinning immunity: +10% Stun/Freeze immunity: +15% Maximum life: +93.00 Mindpower: +8 (+1 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | voratun shield 'Rainfear' (12 def, 3 armour, 69-82.8 power, 184.5 block) voratun shield 'Rainfear' (12 def, 3 armour, 69-82.8 power, 184.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +184 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +8% acid / +39% fire / +6% blight / +12% cold / +6% nature / +12% lightning Maximum wards: +4 lightning / +5 temporal / +3 blight / +5 fire / +6 cold Changes resistances penetration: +10% nature Changes damage: +3% nature / +6% blight Talents granted: +1 Ward +5 Block Handheld deflection devices. |
| Cloak | Zuboba the Lightcrack (2 def, 0 armour) Zuboba the Lightcrack (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes stats: +3 Dex / +2 Mag / +2 Wil / +3 Cun Changes resistances: +12% blight / +16% nature / +9% light Changes resistances penetration: +10% mind Spell save: +5 (+1 eff.) Life regen: +1.20 Maximum mana: +59.00 Light radius: +1 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour 'Torchprophet' (7 def, 18 armour) stralite plate armour 'Torchprophet' (7 def, 18 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Defense: +7 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 fire Changes stats: +9 Str / +8 Con Changes resistances: +10% acid / +8% physical / +12% cold / +14% fire / +9% lightning / +5% all Changes damage: +6% arcane Talent cooldown: Rush (-5 turns) Critical mult.: +5.00% Spell save: +9 (+3 eff.) Disarm immunity: +31% Stun/Freeze immunity: +30% Knockback immunity: +32% Life regen: +2.20 Maximum life: +119.00 Healing mod.: +19% A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
healing infusion of the duelist (heal 412) healing infusion of the duelist (heal 412)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 412 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 294) healing infusion of the warrior (heal 294)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 294 and cleanse 1 wound and poison effect. 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. |
heroism infusion of the warrior (+19 for 9 turns, die at -899) heroism infusion of the warrior (+19 for 9 turns, die at -899)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 19 for 9 turns. While Heroism is active, you will only die when reaching -899 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 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. |
heroism infusion of the wizard (+11 for 11 turns, die at -398) heroism infusion of the wizard (+11 for 11 turns, die at -398)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 11 for 11 turns. While Heroism is active, you will only die when reaching -398 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. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (806% speed; 6 turns) movement infusion of the duelist (806% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 806% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (973% speed; 4 turns) movement infusion of the duelist (973% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 973% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (786% speed; 6 turns) movement infusion of the duelist (786% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (969% speed; 6 turns) movement infusion of the duelist (969% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 969% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (733% speed; 6 turns) movement infusion of the psychic (733% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% 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 Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (814% speed; 5 turns) movement infusion of the warrior (814% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 814% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 duelist (heal 871 over 5 turns) regeneration infusion of the duelist (heal 871 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 871 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 587 over 5 turns) regeneration infusion of the sneak (heal 587 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 587 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 527 over 5 turns) regeneration infusion of the warrior (heal 527 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 527 life over 5 turns. 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. |
sun infusion of the duelist (rad 7; power 80; turns 4; dispells darkness) sun infusion of the duelist (rad 7; power 80; 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: 10 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 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 40). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 80) for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 35%; cure magical, mental) wild infusion of the duelist (resist 35%; cure magical, mental)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 35% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 29%; cure magical) wild infusion of the duelist (resist 29%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 16%; cure mental, physical) wild infusion of the titan (resist 16%; cure mental, physical)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 5 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.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 19%; cure mental) wild infusion of the titan (resist 19%; cure mental)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 5 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.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 29%; cure physical) wild infusion of the warrior (resist 29%; cure physical)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (resist 21%; cure magical, mental) wild infusion of the wizard (resist 21%; cure magical, mental)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (resist 22%; cure mental, physical) wild infusion of the wizard (resist 22%; cure mental, physical)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 Reflection (absorb and reflect 380 for 5 turns) Rune of Reflection (absorb and reflect 380 for 5 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: melee/personal Cooldown: 15 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 380 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune of the titan (197 acid damage; dur 5; apply 51) acid wave rune of the titan (197 acid damage; dur 5; apply 51)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 197.76 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 51. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the titan (199 acid damage; dur 5; apply 51) acid wave rune of the titan (199 acid damage; dur 5; apply 51)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 199.82 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 51. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (298 fire damage) heat beam rune of the psychic (298 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 298.80 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 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. |
heat beam rune of the sneak (276 fire damage) heat beam rune of the sneak (276 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 276.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (430 lightning damage) lightning rune of the duelist (430 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: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 143.33 to 430.00 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 Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 17; power 46; dur 5) phase door rune of the duelist (range 17; power 46; dur 5)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 17; power 46; dur 4) phase door rune of the duelist (range 17; power 46; dur 4)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 185) teleportation rune of the duelist (range 185)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 185 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 117) teleportation rune of the wizard (range 117)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 117 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. |
Daimandur the steel amulet Daimandur the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +3 Wil Changes resistances: +6% blight / +3% temporal Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Deleziladin the Murktitan Deleziladin the MurktitanInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 nature Changes resistances: +18% light / +10% darkness Changes damage: +9% nature / +3% temporal Blindness immunity: +44% Life regen: +1.40 Infravision radius: +4 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
Elowe the Vilesting Elowe the VilestingCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +9 Str / +8 Dex / +8 Wil Changes resistances: +3% nature Changes damage: +9% nature Physical save: +29 (+9 eff.) Spell save: +25 (+7 eff.) Mental save: +35 (+8 eff.) Amulets can have magical properties. |
Erugund ErugundInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +11 (+3 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +7 Lck / +1 Wil Changes resistances: +3% acid / +10% temporal / +6% darkness Spell save: +20 (+5 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +13% Pinning immunity: +28% Knockback immunity: +28% Mindpower: +8 (+1 eff.) Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Maloroddadenik MaloroddadenikInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +4 Dex Changes resistances: +6% lightning / +6% temporal / +3% light / +3% fire / +3% darkness Physical save: +13 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +20 (+5 eff.) Cut immunity: +70% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 331 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Polera the voratun amulet Polera the voratun amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Str / +7 Wil / +1 Cun Changes resistances: +21% light / +22% darkness Blindness immunity: +25% Psi when hit: +0.12 Amulets can have magical properties. |
Pusnoon PusnoonInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +5% physical Changes damage: +9% nature Talent mastery: +0.12 Wild-gift / Call of the wild Critical mult.: +3.00% Mental save: +5 (+1 eff.) Confusion immunity: +12% Stamina each turn: +0.30 Mindpower: +5 (+1 eff.) Amulets can have magical properties. |
Smoldertreason the steel amulet Smoldertreason the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Wil Changes resistances: +3% fire / +12% mind / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +9% temporal / +9% fire Talent mastery: +0.22 Celestial / Hymns Confusion immunity: +26% Amulets can have magical properties. |
Ulfurak UlfurakCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Armour: +5 Defense: +6 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances cap: +4% all Critical mult.: +14.00% Physical save: +12 (+4 eff.) Spell save: +25 (+7 eff.) Amulets can have magical properties. |
Withering Orbs 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 (+1 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... |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet 'Eilinumina' gold amulet 'Eilinumina'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes stats: +3 Dex / +1 Wil / +2 Cun Changes resistances: +16% physical Changes resistances cap: +4% all Reduces incoming crit damage: 10.00% Physical save: +10 (+3 eff.) Stamina each turn: +0.90 Amulets can have magical properties. |
gold amulet 'Kindletickler' gold amulet 'Kindletickler'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Damage when hit (Melee): 12 fire Changes stats: +5 Con / +3 Mag Changes resistances: +9% fire Changes resistances cap: +4% all Changes resistances penetration: +10% arcane Physical save: +13 (+4 eff.) Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +31.00 Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +25% Amulets can have magical properties. |
steel amulet 'Boltrain' steel amulet 'Boltrain'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Damage (Melee): 8 light / 6 darkness Effects when hit in melee: * 7% chance to blind * 5% chance to inflict damage reduction Damage when hit (Melee): 4 physical Changes stats: +1 Str Changes resistances: +1% physical Changes resistances cap: +4% all Changes damage: +6% lightning / +9% light / +7% darkness Physical save: +8 (+2 eff.) Blindness immunity: +15% Only die when reaching: -40.00 life Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
steel amulet 'Ce'Nikira' steel amulet 'Ce'Nikira'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Cun Changes resistances: +6% lightning / +22% fire / +16% cold Blindness immunity: +10% Infravision radius: +2 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
steel amulet 'Flashmight' steel amulet 'Flashmight'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +4 Cun / +7 Lck Changes resistances: +14% temporal Changes resistances penetration: +15% temporal Changes damage: +3% lightning Pinning immunity: +23% Knockback immunity: +24% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
steel amulet 'Voruma' steel amulet 'Voruma'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Physical power: +6 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Changes stats: +5 Mag Changes resistances cap: +3% all Physical save: +22 (+7 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +31.00 Amulets can have magical properties. |
stralite amulet 'Runurab' stralite amulet 'Runurab'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +1 Str / +7 Dex / +2 Mag / +7 Cun / +9 Con Changes resistances: +3% physical Physical save: +14 (+4 eff.) Spell save: +16 (+4 eff.) Mental save: +16 (+4 eff.) Life regen: +1.20 Stamina each turn: +0.60 Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +36.00 Movement speed: +10% Amulets can have magical properties. |
Branuzilahir BranuzilahirPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Damage when hit (Melee): 8 acid / 4 temporal Changes stats: +6 Dex / +4 Wil / +4 Cun Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Mental save: +8 (+2 eff.) Blindness immunity: +25% Infravision radius: +4 See stealth: +10 See invisible: +7 Rings can have magical properties. |
Daimoromigas DaimoromigasPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +16 (+4 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +4 Cun / +5 Mag Changes resistances: +28% light Changes damage: +14% light Mental save: +10 (+2 eff.) Poison immunity: +5% Cut immunity: +10% Spellpower: +9 (+3 eff.) Movement speed: +15% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% 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: 3.0 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 30% for 5 turns. Rings can have magical properties. |
Druroddaldil DruroddaldilPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +7 Str / +11 Con Changes resistances: +3% nature / +9% fire Spell save: +16 (+4 eff.) Silence immunity: +33% Pinning immunity: +15% Mana each turn: +0.13 Maximum stamina: +28.00 Rings can have magical properties. |
Flamekiller the gold ring Flamekiller the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +7 (+1 eff.) Changes stats: +6 Str / +8 Dex / +5 Wil / +7 Con Changes damage: +9% fire Mental save: +10 (+2 eff.) Light radius: +1 Infravision radius: +2 Rings can have magical properties. |
Flashvice the gold ring Flashvice the gold ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex / +4 Mag / +6 Wil / +9 Cun / +1 Con Changes resistances: +30% darkness Changes damage: +15% darkness / +6% light Physical save: +20 (+6 eff.) Life regen: +0.40 Stamina each turn: +0.60 Spellpower: +10 (+3 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
Glaresin GlaresinInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 light Changes stats: +3 Str / +2 Con Changes resistances: +6% blight / +3% light / +6% nature / +6% darkness Spell save: +11 (+3 eff.) Poison immunity: +12% Disease immunity: +12% Maximum stamina: +14.00 Rings can have magical properties. |
Gunarek the Airthorn Gunarek the AirthornPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +5 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning / 4 temporal Changes stats: +4 Dex Changes resistances: +30% light / +3% temporal Changes damage: +15% light / +5% all Spellpower: +12 (+4 eff.) Mindpower: +9 (+2 eff.) Rings can have magical properties. |
Halidulastir HalidulastirPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 22% chance to blind Effects on ranged hit: * 30% chance to blind Damage when hit (Melee): 16 blight Changes stats: +6 Cun / +6 Wil Changes resistances: +6% blight Maximum hate: +2.00 Maximum psi: +10.00 Spellpower: +10 (+3 eff.) Mindpower: +20 (+4 eff.) Rings can have magical properties. |
Layeriann the steel ring Layeriann the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +5 Mag / +4 Wil / +1 Cun / +2 Con Changes damage: +3% mind Spell save: +12 (+3 eff.) Blindness immunity: +22% Maximum stamina: +10.00 Maximum psi: +20.00 Spellpower: +6 (+2 eff.) Infravision radius: +4 See stealth: +11 See invisible: +6 Rings can have magical properties. |
Layuyakira LayuyakiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 acid / 4 temporal Changes stats: +4 Cun / +4 Mag Changes resistances penetration: +5% temporal Stun/Freeze immunity: +30% Life regen: +1.70 Spellpower: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Polathra the Breezetouch Polathra the BreezetouchPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Str / +4 Con Changes resistances: +24% light Changes resistances penetration: +10% arcane / +5% nature Changes damage: +12% light Life regen: +0.70 Maximum life: +57.00 Healing mod.: +12% Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Swampidol the steel ring Swampidol the steel ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Effects on melee hit: * 12% chance to blind * 20% chance to gain 10% of a turn Effects on ranged hit: * 13% chance to blind Changes resistances: +22% lightning / +3% temporal Changes damage: +11% lightning 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. |
Taintwind the steel ring Taintwind the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes stats: +1 Str Changes resistances: +24% darkness / +2% physical Changes damage: +12% darkness / +6% all Mental save: +7 (+1 eff.) Confusion immunity: +26% Spellpower: +7 (+2 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 20.54 cold and 28.35 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Xanylrann XanylrannPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +12 (+3 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +1 Mag / +4 Wil Changes resistances: +28% light Changes damage: +14% light Physical save: +3 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Stun/Freeze immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 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. |
Yvikira YvikiraInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Str / +5 Wil Changes resistances: +26% nature / +26% fire Changes resistances penetration: +15% physical Changes damage: +13% nature / +13% fire Mental save: +10 (+2 eff.) Life regen: +0.20 Rings can have magical properties. |
Yviriarin the Dazzlequeen Yviriarin the DazzlequeenPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +6 Wil / +11 Cun Changes resistances: +9% light Changes resistances penetration: +5% light Changes damage: +9% lightning Physical save: +11 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +10 (+2 eff.) Spellpower: +9 (+3 eff.) Mindpower: +9 (+2 eff.) Light radius: +2 Rings can have magical properties. |
Zerevon ZerevonPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +13% mind Changes resistances penetration: +10% mind Changes damage: +19% mind Physical save: +25 (+8 eff.) Spell save: +3 (+1 eff.) Equilibrium when hit: +0.16 Spellpower: +7 (+2 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
gold ring 'Drakhad' gold ring 'Drakhad'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +8 Physical power: +7 (+1 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn * 15% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +7 Str / +6 Con Changes damage: +6% acid Stun/Freeze immunity: +35% Life regen: +2.30 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. |
gold ring 'Duvafast' gold ring 'Duvafast'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +8 Str / +1 Wil / +13 Con Changes resistances: +9% nature / +8% blight Physical save: +10 (+3 eff.) Poison immunity: +22% Disease immunity: +15% Light radius: +3 Rings can have magical properties. |
gold ring 'Torerath' gold ring 'Torerath'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +5 Dex / +5 Wil / +12 Cun Changes resistances: +26% darkness Changes resistances penetration: +5% physical Changes damage: +13% darkness Mana each turn: +0.16 Maximum stamina: +5.00 Spell crit. chance: +2% Mindpower: +9 (+2 eff.) Rings can have magical properties. |
psionicist's steel ring of perseverance psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Stun/Freeze immunity: +23% Life regen: +1.30 Rings can have magical properties. |
savior's gold ring of misery savior's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +3 Cun Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 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 162% 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. |
steel ring 'Bethurenn' steel ring 'Bethurenn'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Cun / +1 Con Changes resistances: +20% acid / +22% fire Changes damage: +10% acid / +11% fire Reduces incoming crit damage: 5.00% Mindpower: +7 (+1 eff.) Light radius: +3 See invisible: +3 Rings can have magical properties. |
steel ring 'Flashmoon' steel ring 'Flashmoon'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% fire Changes damage: +3% lightning / +11% fire / +12% mind Mental save: +6 (+1 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +25% Equilibrium when hit: +0.04 Maximum life: +23.00 Rings can have magical properties. |
steel ring 'Radhegas' steel ring 'Radhegas'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Mag / +4 Cun / +4 Con Grants telepathy: Dragon Spell save: +23 (+6 eff.) Poison immunity: +10% Maximum stamina: +36.00 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
stralite ring 'Cuthahek' stralite ring 'Cuthahek'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +23 (+4 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +9% blight / +6% temporal / +9% nature / +3% mind Changes damage: +9% temporal / +18% mind / +6% all Poison immunity: +18% Disease immunity: +14% Spellpower: +9 (+3 eff.) Mindpower: +14 (+3 eff.) Rings can have magical properties. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Velimina (13-14.3 power, 32 apr, mind damage) Velimina (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +1.0% Changes stats: +7 Cun / +2 Wil Changes resistances: +6% physical Changes resistances penetration: +6% physical Changes damage: +6% acid / +17% physical Critical mult.: +9.00% Only die when reaching: -40.00 life Mindpower: +14 (+3 eff.) Mental crit. chance: +4% 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. |
Tarraregolen the reinforced leather sling Tarraregolen the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +5 Cun Changes resistances penetration: +53% physical Changes damage: +14% physical Blindness immunity: +5% Stun/Freeze immunity: +10% Damage Shield penetration: +40% Defense after a teleport: +10 Resist all after a teleport: +6% Slings are used to hurl stones or metal shots at your foes. |
Issagalach the elven-wood vilestaff (25-30 power, 5 apr, blight element) Issagalach the elven-wood vilestaff (25-30 power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 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% Damage (Melee): +8 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +21.0% Physical power: +10 (+2 eff.) Defense: +18 (+5 eff.) Damage (Melee): 7 % chance of confusion Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Changes damage: +31% blight Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower: +26 (+8 eff.) Spell crit. chance: +8% Damage Shield penetration: +23% Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+13 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Alantir the hardened leather belt Alantir the hardened leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 16 blight / 4 temporal Changes stats: +9 Dex / +8 Cun / +7 Lck Changes resistances penetration: +5% temporal Changes damage: +9% blight Trap disarming bonus: +7 Stealth bonus: +8 Physical save: +8 (+2 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +7% Infravision radius: +4 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
hardened leather belt 'Deepsgasher' hardened leather belt 'Deepsgasher'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +5 Dex / +3 Cun / +7 Lck Changes resistances: +7% lightning / +5% temporal / +3% darkness Changes resistances penetration: +5% temporal Trap disarming bonus: +10 Stealth bonus: +6 Spell save: +7 (+2 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Galeminister' hardened leather belt 'Galeminister'Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 darkness Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +9% darkness / +3% lightning Critical mult.: +8.00% Trap disarming bonus: +20 Stealth bonus: +14 Infravision radius: +3 A belt that goes around your waist. |
hardened leather belt 'Poledhera' hardened leather belt 'Poledhera'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +9% lightning / +8% temporal / +6% cold / +6% fire / +5% arcane / +6% mind Trap disarming bonus: +14 Stealth bonus: +8 Poison immunity: +5% Life regen: +1.70 Infravision radius: +4 Healing mod.: +16% A belt that goes around your waist. |
Dagufang the cashmere cloak (2 def, 0 armour) Dagufang the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) Damage when hit (Melee): 8 blight Changes stats: +3 Cun / +3 Dex Changes resistances: +9% nature Spell save: +14 (+4 eff.) Mental save: +16 (+4 eff.) Pinning immunity: +10% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delerand (11 def, 0 armour) Delerand (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +1 Str / +3 Con Changes resistances: +8% acid / +9% temporal / +7% cold / +6% fire / +10% lightning Physical save: +15 (+5 eff.) Blindness immunity: +10% Silence immunity: +15% Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerana (2 def, 0 armour) Nerana (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Str / +3 Dex / +3 Mag / +4 Wil / +3 Cun Changes resistances: +13% darkness / +15% temporal Changes damage: +3% acid Reduces incoming crit damage: 10.00% Spell save: +8 (+2 eff.) Maximum mana: +60.00 Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +17% 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. |
cashmere cloak 'Duvychik' (10 def, 0 armour) cashmere cloak 'Duvychik' (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Defense: +10 (+3 eff.) Fatigue: -4% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 mind Changes stats: +1 Cun Changes resistances: +16% darkness / +22% temporal Physical save: +7 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +17% 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. |
cashmere cloak 'Eilinaba' (2 def, 0 armour) cashmere cloak 'Eilinaba' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +13% blight / +6% acid / +11% nature / +9% mind Changes resistances penetration: +10% mind Changes damage: +3% acid Physical save: +9 (+3 eff.) Mental save: +7 (+1 eff.) Life regen: +1.40 Only die when reaching: -50.00 life Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belera the pair of dwarven-steel boots (20 def, 4 armour) Belera the pair of dwarven-steel boots (20 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +2 (+0 eff.) Armour: +4 Defense: +20 (+5 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +5% physical Changes damage: +6% physical Maximum life: +50.00 Healing mod.: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belykalthogund the pair of hardened leather boots (0 def, 9 armour) Belykalthogund the pair of hardened leather boots (0 def, 9 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances: +3% mind Changes resistances penetration: +7% physical Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Disarm immunity: +5% Life regen: +3.50 Only die when reaching: -60.00 life Mindpower: +5 (+1 eff.) Infravision radius: +2 Healing mod.: +18% 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 Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Betudaba the pair of drakeskin leather boots (0 def, 5 armour) Betudaba the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +1 Cun / +5 Mag Changes resistances penetration: +10% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Physical save: +11 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +2.00 Spellpower: +5 (+1 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Ragetoleg the pair of hardened leather boots (0 def, 3 armour) Ragetoleg the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -9% Changes resistances: +6% acid Maximum encumbrance: +55 Physical save: +17 (+5 eff.) Poison immunity: +15% Stun/Freeze immunity: +20% Movement speed: +20% A pair of boots made of leather. |
Velovea (0 def, 4 armour) Velovea (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +9 Mag Changes resistances: +3% blight Changes damage: +7% acid / +3% arcane / +7% blight Disease immunity: +27% Maximum vim: +20.00 Spellpower: +5 (+1 eff.) Movement speed: +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Salayarialle' (0 def, 3 armour) pair of hardened leather boots 'Salayarialle' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +2 Mag / +3 Wil / +7 Lck Changes resistances: +9% blight Changes resistances penetration: +5% blight Changes damage: +9% acid Stealth bonus: +8 Silence immunity: +25% Confusion immunity: +28% Stun/Freeze immunity: +27% Mana each turn: +0.30 Maximum mana: +25.00 Spell crit. chance: +1% A pair of boots made of leather. |
Ce'Nulrawe the hardened leather gloves (0 def, 2 armour) Ce'Nulrawe the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +11.0% Armour: +2 Damage (Melee): 11 light Changes stats: +3 Mag Changes resistances: +10% light Changes damage: +3% physical / +6% light / +6% arcane Critical mult.: +9.00% Only die when reaching: -40.00 life Maximum stamina: +15.00 Spell crit. chance: +10% Mental crit. chance: +11% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eremudogen the hardened leather gloves (0 def, 2 armour) Eremudogen the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 12% chance to cause random gloom * 20% chance to gain 10% of a turn Damage (Melee): 22 mind / 26 darkness Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +3% blight Changes damage: +6% temporal Talent mastery: +0.20 Technique / Grappling Mental save: -12 (-3 eff.) Disarm immunity: +27% Mana each turn: +0.16 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Mindpower: +6 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 5.2 Power cost: 16 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Fuloruirek (0 def, 2 armour) Fuloruirek (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Damage when hit (Melee): 8 blight Changes stats: +3 Cun / +2 Con Changes resistances: +10% darkness Changes damage: +3% blight Physical save: +15 (+5 eff.) Spell save: +5 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +25% Mana each turn: +0.10 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Infravision radius: +2 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gunarak (0 def, 2 armour) Gunarak (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Damage (Melee): 8 darkness / 9 nature Damage when hit (Melee): 20 mind Changes stats: +2 Con Changes resistances: +5% darkness / +7% nature Changes damage: +5% darkness / +5% nature Critical mult.: +8.00% Spell crit. chance: +12% Mental crit. chance: +7% Metal gloves protecting the hands up to the middle of the lower arm. |
Lelarig the dwarven-steel gauntlets (0 def, 2 armour) Lelarig the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +2 Damage (Melee): 7 acid Changes stats: +4 Dex / +3 Mag / +1 Wil / +3 Cun Changes resistances: +7% acid / +6% light / +7% darkness Changes damage: +5% acid Vim when firing critical spell: +2.00 Infravision radius: +1 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% 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 55.06 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. |
Lisutira the Murkransom (0 def, 2 armour) Lisutira the Murkransom (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 arcane / 8 temporal Damage (Ranged): 11 temporal Changes stats: +5 Mag / +5 Wil / +1 Cun / +3 Con Changes resistances: +5% arcane / +7% temporal Changes resistances penetration: +5% darkness Changes damage: +6% temporal Physical save: +12 (+4 eff.) Spell save: +3 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +27% Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mental crit. chance: +1% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Magmadream the hardened leather gloves (0 def, 2 armour) Magmadream the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 6 light / 18 darkness / 10 arcane / 12 mind Changes stats: +5 Mag / +5 Wil Changes resistances: +12% fire / +8% light / +11% arcane Changes damage: +3% light Mental save: -12 (-3 eff.) Mindpower: +7 (+1 eff.) 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. |
Shadowsweep the dwarven-steel gauntlets (0 def, 2 armour) Shadowsweep the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +5 Armour: +2 Damage (Melee): 8 cold Changes stats: +8 Dex / +3 Wil / +4 Cun Changes resistances: +7% cold Changes damage: +5% cold Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Maximum psi: +10.00 Mental crit. chance: +2% 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: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Shockzephyr the hardened leather gloves (0 def, 9 armour) Shockzephyr the hardened leather gloves (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Damage (Melee): 8 physical Changes stats: +5 Str / +7 Dex / +2 Wil / +5 Cun Changes damage: +6% blight / +5% physical / +3% arcane / +6% lightning Talent cooldown: Double Strike (-2 turns) Physical save: +18 (+6 eff.) Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Giluhad' (0 def, 2 armour) dwarven-steel gauntlets 'Giluhad' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Changes stats: +4 Mag / +3 Cun / +2 Con Changes resistances: +8% darkness / +9% blight Changes damage: +4% arcane / +18% blight Physical save: +15 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +28% Infravision radius: +1 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 39 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of strength (+3) (0 def, 2 armour) restful hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +3 Str Life regen: +1.30 Stamina each turn: +1.30 Maximum stamina: +16.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armodranik the Dazzlebane (2 def, 0 armour) Armodranik the Dazzlebane (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +12% physical Changes resistances penetration: +5% light Changes damage: +12% physical Light radius: +3 A pointy cloth hat, very wizardly... |
Belylle the hardened leather cap (0 def, 3 armour) Belylle the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 7 physical Changes stats: +8 Str / +5 Dex / +4 Wil Changes resistances: +9% acid / +9% physical / +13% darkness Changes damage: +9% arcane Physical save: +9 (+3 eff.) Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 572.6 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Delozilavor the Murkstun (2 def, 3 armour) Delozilavor the Murkstun (2 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +2 Str / +3 Con Reduces incoming crit damage: 10.00% Mana each turn: +1.29 Mana when hit: +1.20 Maximum mana: +46.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +3% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 107.09 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Fogstreaker (7 def, 4 armour) Fogstreaker (7 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Armour: +4 Defense: +7 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 16% chance to gain 10% of a turn Changes stats: +4 Str / +3 Dex / +7 Cun Changes resistances: +3% temporal / +6% darkness / +3% blight / +6% fire / +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : 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 34.69 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Kindlesweeper (0 def, 4 armour) Kindlesweeper (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30 arcane resource burn Changes stats: +7 Str / +7 Dex / +5 Con Changes resistances: +6% fire / +8% nature / +3% light Changes resistances penetration: +10% fire Changes damage: +3% fire Spell save: +5 (+1 eff.) Maximum life: +64.00 Healing mod.: +19% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pitchvile (5 def, 9 armour) Pitchvile (5 def, 9 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 12 darkness Changes stats: +1 Dex / +4 Wil / +5 Cun / +1 Con Changes resistances: +4% all Physical save: +8 (+2 eff.) Stamina when hit: +1.20 Equilibrium when hit: +1.10 Mindpower: +5 (+1 eff.) Infravision radius: +1 A cap made of leather. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 27% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 20%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Toxinbrawn (0 def, 5 armour) Toxinbrawn (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Con Changes resistances: +17% light / +17% darkness Changes resistances penetration: +20% nature Changes damage: +9% nature / +12% fire Physical save: +23 (+7 eff.) A cap made of leather. |
Turanarifast (3 def, 0 armour) Turanarifast (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Wil Changes resistances: +1% physical / +24% light / +6% darkness Changes damage: +9% darkness / +8% temporal / +22% light / +11% physical Knockback immunity: +10% Equilibrium when hit: +1.30 Psi when hit: +1.50 Hate when hit: +1.80 Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Xuta (0 def, 3 armour) Xuta (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +6 Dex / +5 Cun / +7 Con Changes resistances: -18% light Physical save: +9 (+3 eff.) Mental save: +10 (+2 eff.) Life regen: +2.80 Maximum life: +10.00 Healing mod.: +25% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Zyblek the hardened leather cap (0 def, 3 armour) Zyblek the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Dex / +5 Wil Changes resistances: +10% blight / +10% cold / +16% darkness Allows you to breathe in: water Mental save: +27 (+6 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.12 Mindpower: +10 (+2 eff.) Infravision radius: +5 A cap made of leather. |
drakeskin leather cap 'Duvodan' (0 def, 5 armour) drakeskin leather cap 'Duvodan' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Dex / +4 Wil / +8 Cun / +1 Con Maximum encumbrance: +40 Physical save: +10 (+3 eff.) Maximum life: +10.00 Mindpower: +5 (+1 eff.) A cap made of leather. |
dwarven-steel helm 'Sulfurpunish' (0 def, 4 armour) dwarven-steel helm 'Sulfurpunish' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +5 Dex / +9 Lck / +5 Con Changes resistances: +17% darkness / +3% nature Changes resistances penetration: +10% arcane Spell crit. chance: +4% Mental crit. chance: +4% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1651 alchemist agate 1651 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. |
36 onyx 36 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 aquamarine 14 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
30 lapis lazuli 30 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal 17 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gorin the dwarven-steel pickaxe (dig speed 18 turns) Gorin the dwarven-steel pickaxe (dig speed 18 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 12 temporal Changes stats: +4 Str / +3 Mag Mental save: +3 (+0 eff.) Poison immunity: +15% Disarm immunity: +10% Maximum mana: +25.00 Spell crit. chance: +4% Infravision radius: +1 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Ivarin the Splendourwish (dig speed 18 turns) Ivarin the Splendourwish (dig speed 18 turns)Infused by nature 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +2 Str Changes resistances: +9% acid / +12% nature / +9% light Changes damage: +7% nature / +3% light Physical save: +19 (+6 eff.) Spell save: +15 (+4 eff.) Mental save: +19 (+4 eff.) Maximum life: +109.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Iveldamira the Voidreeve (dig speed 12 turns) Iveldamira the Voidreeve (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +5 Str Changes resistances: +6% darkness Changes damage: +6% fire Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Maximum life: +76.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Morningsage (dig speed 9 turns) Morningsage (dig speed 9 turns)Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 light Changes stats: +3 Str Changes resistances: +12% nature / +3% light Changes damage: +9% acid / +9% light / +5% fire / +11% mind / +8% nature Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +22 (+5 eff.) Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sparkvalor (dig speed 19 turns) Sparkvalor (dig speed 19 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +10 Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 nature Changes stats: +6 Str Changes resistances: +27% nature / +6% lightning Changes damage: +20% nature / +9% lightning When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Emybreth' (dig speed 13 turns) dwarven-steel pickaxe 'Emybreth' (dig speed 13 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 arcane Changes stats: +3 Str Changes damage: +8% mind / +8% fire Mental save: +10 (+2 eff.) Mana when firing critical spell: +3.00 Infravision radius: +1 Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
24 emerald 24 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 jade 15 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 turquoise 13 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Belimina BeliminaPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness / +7% temporal / +7% light / +7% cold Changes damage: +7% light / +8% darkness Damage affinity(heal): +5% light / +5% darkness Critical mult.: +5.00% Spell crit. chance: +5% Light radius: +4 Infravision radius: +3 Defense after a teleport: +13 Resist all after a teleport: +10% New effects duration reduction after a teleport: +19% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 124.57 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
12 bloodstone 12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal 11 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 garnet 22 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 ruby 16 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Alimnir the pouch of stralite shots (19/19, 46.5-55.8 power, 10 apr) Alimnir the pouch of stralite shots (19/19, 46.5-55.8 power, 10 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 46.5 - 55.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +10 Physical crit. chance: +8.5% Capacity: 19 On weapon hit: * 10% chance to crush the target Damage (Ranged): +13 darkness / +5 gravity Damage against: +10% Living When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 32-38.4 power, 15 apr) Frozen Shards (25/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Ice Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Muckpeal the pouch of stralite shots (19/19, 46.5-55.8 power, 5 apr) Muckpeal the pouch of stralite shots (19/19, 46.5-55.8 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 46.5 - 55.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 19 On weapon hit: * 40% chance to gain 10% of a turn * Slows global speed by 20% * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target Damage (Ranged): +12 temporal / +7 physical / +13 bleed Burst (radius 2) on crit: +8 nature Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
pouch of stralite shots 'Daykiller' (6/18, 53-63.6 power, 13 apr) pouch of stralite shots 'Daykiller' (6/18, 53-63.6 power, 13 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 53.0 - 63.6 Uses stats: 70% Dex, 50% Cun Damage type: Blight Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +12.5% Capacity: 18 Turns elapse between self-loadings: 6 On weapon hit: * 40% chance to disease * 64% chance to cause random gloom * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +29 physical / +8 light / +12 blight / +19 mind Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Lorobers' (23/23, 44.5-53.4 power, 5 apr) pouch of stralite shots 'Lorobers' (23/23, 44.5-53.4 power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 23 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% On weapon crit: * wounds the target Damage (Ranged): +9 temporal / +7 bleed / +9 nature Shots are used with slings to pummel your foes to death. |
Shimmerhash the dwarven-steel torque of thermal psionic shield [power 105] (32 cooldown) Shimmerhash the dwarven-steel torque of thermal psionic shield [power 105] (32 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Maximum wards: +5 physical / +6 mind / +4 darkness Changes damage: +6% lightning / +9% temporal Talent granted: +2 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 105 for 7 turns, putting all charms on cooldown for 32 turns. Torques are made by powerful psionics to store psionic powers. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of clear mind 'Sunslice' [power 2] (15 cooldown) steel torque of clear mind 'Sunslice' [power 2] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +6% temporal Maximum wards: +2 physical / +2 mind / +2 darkness Changes resistances penetration: +10% temporal Changes damage: +3% fire Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +2 Telekinetic Blast +1 Ward It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield 'Abysswilder' [power 43] (20 cooldown) steel torque of kinetic psionic shield 'Abysswilder' [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +3% nature Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +2 Telekinetic Blast +2 Silence Spell save: +3 (+1 eff.) Blindness immunity: +20% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation 'Serpentsteel' [power 99] (43 cooldown) voratun torque of psychoportation 'Serpentsteel' [power 99] (43 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Changes damage: +3% nature / +9% temporal Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +6 Telekinetic Blast It can be used to teleport randomly (rad 99), putting all charms on cooldown for 43 turns. Torques are made by powerful psionics to store psionic powers. |
Isana the yew totem of cure ailments [power 2] (10 cooldown) Isana the yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes damage: +6% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +4 Rushing Claws Critical mult.: +10.00% Mental save: +10 (+2 eff.) Psi when hit: +0.04 Mental crit. chance: +2% It can be used to remove up to 2 poisons or diseases from a target within range 10 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Mardedar the yew totem of thorny skin [power 100] (38 cooldown) Mardedar the yew totem of thorny skin [power 100] (38 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +8 (+1 eff.) Maximum wards: +3 acid / +3 nature / +3 light Changes resistances penetration: +15% arcane Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 100 and armour hardiness by 50%, putting all charms on cooldown for 38 turns. Natural totems are made by powerful wilders to store nature power. |
Ulferand the yew totem of thorny skin [power 139] (68 cooldown) Ulferand the yew totem of thorny skin [power 139] (68 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances penetration: +20% physical Maximum stamina: +10.00 It can be used to harden the skin for 7 turns increasing armour by 139 and armour hardiness by 50%, putting all charms on cooldown for 68 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Flashscar' [power 112] (14 cooldown) elven-wood totem of healing 'Flashscar' [power 112] (14 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% nature Changes resistances penetration: +10% light Changes damage: +6% light Light radius: +3 It can be used to heal a target within range 10 (Willpower) for 112, putting all charms on cooldown for 14 turns. When used: 200% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
19 amethyst 19 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Layelrann [power 9] (4 cooldown) Layelrann [power 9] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +5% blight Maximum mana: +60.00 Maximum vim: +8.00 Spellpower: +4 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance 'Glata' [power 11] (6 cooldown) yew wand of clairvoyance 'Glata' [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% fire / +5% arcane / +2% physical Maximum wards: +5 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Talent granted: +2 Ward Stun/Freeze immunity: +15% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance 'Kindleguile' [power 13] (9 cooldown) yew wand of clairvoyance 'Kindleguile' [power 13] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Dex Changes resistances penetration: +5% fire Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 11 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 diamond 7 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 quartz 18 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 amber 16 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sairee the Shalore Adventurer level 5
2nd Dusk 122nd year of Ascendancy at 19:38 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Sairee the Shalore Adventurer level 29
24th Regrowth 123rd year of Ascendancy at 11:00 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Sairee the Shalore Adventurer level 28
19th Regrowth 123rd year of Ascendancy at 07:49 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Sairee the Shalore Adventurer level 12
25th Dusk 122nd year of Ascendancy at 22:40 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Sairee the Shalore Adventurer level 10
7th Dusk 122nd year of Ascendancy at 08:16 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Sairee the Shalore Adventurer level 20
44th Dusk 122nd year of Ascendancy at 07:23 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Sairee the Shalore Adventurer level 30
24th Regrowth 123rd year of Ascendancy at 23:56 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Sairee the Shalore Adventurer level 36
24th Pyre 123rd year of Ascendancy at 01:56 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sairee the Shalore Adventurer level 25
9th Allure 123rd year of Ascendancy at 13:38 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sairee the Shalore Adventurer level 14
37th Dusk 122nd year of Ascendancy at 19:13 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Sairee the Shalore Adventurer level 10
25th Dusk 122nd year of Ascendancy at 03:58 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Sairee the Shalore Adventurer level 10
17th Dusk 122nd year of Ascendancy at 17:15 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sairee the Shalore Adventurer level 32
47th Regrowth 123rd year of Ascendancy at 01:39 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Sairee the Shalore Adventurer level 18
43rd Dusk 122nd year of Ascendancy at 02:48 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Sairee the Shalore Adventurer level 12
28th Dusk 122nd year of Ascendancy at 19:43 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sairee the Shalore Adventurer level 32
46th Regrowth 123rd year of Ascendancy at 11:55 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sairee the Shalore Adventurer level 20
44th Dusk 122nd year of Ascendancy at 21:50 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sairee the Shalore Adventurer level 13
35th Dusk 122nd year of Ascendancy at 04:43 see stats
Log
You gain 5.04 gold from the transmogrification of caustic stralite dagger (30-39 power, 9 apr).
You gain 6.47 gold from the transmogrification of balanced stralite dagger of shearing (28-36.4 power, 9 apr).
You gain 3.70 gold from the transmogrification of balanced stralite dagger of massacre (37.5-48.75 power, 9 apr).
You gain 3.93 gold from the transmogrification of balanced stralite dagger (27.5-35.75 power, 9 apr).
You gain 3.27 gold from the transmogrification of arcing stralite dagger of projection (28-36.4 power, 9 apr).
You gain 2.56 gold from the transmogrification of acidic voratun dagger (39.5-51.35 power, 9 apr).
You gain 15.00 gold from the transmogrification of Dagger of the Past (25-32.5 power, 20 apr).
You gain 6.89 gold from the transmogrification of quick stralite battleaxe of persecution (45-67.5 power, 3 apr).
You gain 2.31 gold from the transmogrification of chilling stralite battleaxe (43-64.5 power, 3 apr).
You gain 2.23 gold from the transmogrification of acidic stralite battleaxe (43-64.5 power, 3 apr).
You gain 12.51 gold from the transmogrification of Higar (43-64.5 power, 2 apr).
You gain 3.44 gold from the transmogrification of archmage's steel amulet.
You gain 2.90 gold from the transmogrification of phase door rune of the wizard (range 14; power 38; dur 5).
You gain 2.76 gold from the transmogrification of lightning rune of the wizard (353 lightning damage).
You gain 3.45 gold from the transmogrification of invisibility rune of the psychic (power 19 for 8 turns).
You gain 1.00 gold from the transmogrification of wild infusion (resist 21%; cure mental).
You gain 1.15 gold from the transmogrification of sun infusion of the psychic (rad 7; power 67; turns 5; dispells darkness).
You gain 2.32 gold from the transmogrification of movement infusion of the wizard (632% speed; 6 turns).
Sairee deactivates Elemental Harmony.
Sairee deactivates Thermal Shield.
Sairee deactivates Wild Growth.
Sairee deactivates Pace Yourself.
Sairee deactivates Aim.
Sairee deactivates Secrets of the Eternals.
Sairee deactivates Beyond the Flesh.
Sairee deactivates Augmentation.
Sairee deactivates Charged Shield.
Sairee deactivates Essence of Speed.
Sairee deactivates Skate.
Sairee deactivates Searing Sight.
