Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 50 / 1115% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 70 (base 28) |
Dexterity | 115 (base 60) |
Constitution | 65 (base 15) |
Magic | 19 (base 11) |
Willpower | 108 (base 60) |
Cunning | 101 (base 61) |
Resources
Hate | 38/108 |
Equilibrium | 60 |
Life | 2194/2194 |
Stamina | 452/452 |
Psi | 168/168 |
Healing Factor | 1.9141355335885 |
Regeneration | 145.64473539963 |
Speed
Mental | +5.76120951703% |
Attack | +5.76120951703% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 28 |
See Stealth | 25 |
See Invisible | 17 |
Offense: Mainhand
Damage | 143 |
Accuracy | 94 |
Crit Chance | 70% |
APR | 45 |
Speed | 0.95 |
Offense: Offhand
Damage | 76 |
Accuracy | 94 |
Crit Chance | 70% |
APR | 45 |
Speed | 0.95 |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 75 |
Crit Chance | 32% |
Speed | 0.94552625160643 |
Offense: Damage Bonus
Acid | +35% |
Blight | +20% |
Physical | +32% |
Cold | +20% |
All | +2% |
Lightning | +29% |
Light | +24% |
Mind | +23% |
Darkness | +20% |
Fire | +20% |
Nature | +39% |
Offense: Damage Penetration
Acid | +40% |
Blight | +40% |
Physical | +61% |
Cold | +40% |
All | +12% |
Lightning | +40% |
Temporal | +27% |
Darkness | +40% |
Fire | +40% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 121.47177604959 (84.823135475018%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 68 |
Mental Save | 76 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 60%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 70%( 70%) |
All | + 26%( 70%) |
Darkness | + 39%( 70%) |
Light | + 45%( 70%) |
Temporal | + 39%( 70%) |
Physical | + 33%( 70%) |
Lightning | + 47%( 70%) |
Fire | + 42%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 90% |
Poison Resistance | 85% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 65% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 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 514 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 21% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 282 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cursed / Strife | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Agility | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Thermal Shield |
talent | Mitosis |
talent | Kinetic Shield |
talent | Repel |
talent | Augmentation |
talent | Shield Wall |
talent | Elemental Harmony |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Lisota the cave bear. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Layota the fox. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved spell save by +12. | done |
You failed to protect the lost sun paladin from death by rimebark. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Eequee. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Ce'Nylle the grizzly bear. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1544. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Blindwitch (62-99 power, 4 apr) =@BL_U= Blindwitch (62-99 power, 4 apr) =@BL_U=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +54 (+10 eff.) Armour penetration: +17 Physical crit. chance: +21.0% Physical power: +21 (+5 eff.) Defense: +31 (+7 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +3% acid / +6% cold / +12% light / +12% temporal Changes resistances penetration: +21% physical Disarm immunity: +68% Massive two-handed swords. |
On hands | 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% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). 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. |
Light source | 03 03Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +5 Con Changes resistances: +15% blight / +9% light / +6% acid Changes resistances penetration: +12% all Changes damage: +12% light / +6% mind Blindness immunity: +50% Confusion immunity: +20% Life regen: +16.00 Maximum hate: +8.00 Light radius: +21 See stealth: +25 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Mag / +10 Wil / +10 Con Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +60% Confusion immunity: +60% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 5.4 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tool | Daimotar the dragonbone totem of stinging [power 536] (15 cooldown) Daimotar the dragonbone totem of stinging [power 536] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Damage when hit (Melee): 6 physical Changes damage: +12% physical Stamina each turn: +3.00 It can be used to sting an enemy dealing 747 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. * Reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | voratun ring 'Arebeth' voratun ring 'Arebeth'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +6 Changes stats: +7 Cun / +17 Wil Changes resistances: +6% lightning Reduces incoming crit damage: 15.00% Mental save: +20 (+5 eff.) Poison immunity: +20% Life regen: +14.00 Maximum life: +82.00 Mindpower: +15 (+4 eff.) Healing mod.: +16% Rings make your fingers look great! |
On fingers | sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +9 Cun / +10 Dex Life regen: +20.00 Maximum life: +79.00 Healing mod.: +20% Rings make your fingers look great! |
Around neck | The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (109). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | 01 (0 def, 10 armour, 70-84 power, 207.5 block) 01 (0 def, 10 armour, 70-84 power, 207.5 block)Requires: - Shield usage training - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +207 Damage (Melee): +12 mind / +24 cold Damage (radius 2) on crit: +16 acid When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 14% * 25 arcane resource burn Damage (Melee): 19 acid / 21 nature Effects when hit in melee: * 15 arcane resource burn On shield block: * Deals 241 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Cause enemies within radius 6 to bleed for 266 physical damage over 5 turns (1/turn) Changes stats: +6 Wil / +5 Cun / +7 Con Changes resistances: +20% acid / +50% cold / +20% nature / +12% blight Talent granted: +1 Block Spell save: +6 (+2 eff.) Handheld deflection devices. |
Around waist | Shimmerhunter ShimmerhunterInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Wil / +8 Cun / +6 Con Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Changes damage: +9% lightning Damage against: +45% Summoned Reduced damage from: +45% Summoned Mental save: +15 (+4 eff.) Maximum life: +70.00 Mindpower: +10 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In off hand | 02 (0 def, 27 armour, 83-99 power, 258.3286382648 block) 02 (0 def, 27 armour, 83-99 power, 258.3286382648 block)Requires: - Shield usage training - Dexterity 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 83.0 - 99.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +258 On weapon hit: * Deal physical damage equal to your armor (121) On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +18 fire When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +18.0% Physical power: +15 (+4 eff.) Armour: +27 Fatigue: +8% Damage (Melee): 10 fire Damage when hit (Melee): 21 fire On shield block: * Cause enemies within radius 6 to bleed for 266 physical damage over 5 turns (1/turn) Changes resistances: +3% physical Talent granted: +1 Block Critical mult.: +10.00% Handheld deflection devices. |
Cloak | 04 (3 def, 0 armour) 04 (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +15 Defense: +3 (+0 eff.) Changes stats: +3 Cun Changes resistances: +18% acid / +20% lightning / +6% darkness / +20% fire / +17% blight / +20% cold / +18% nature / +6% light Critical mult.: +50.00% Stealth bonus: +15 Life regen: +10.00 Mindpower: +30 (+7 eff.) Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18) Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 242; cd 10) healing infusion of the sneak (heal 242; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
healing infusion of the sneak (heal 262; cd 10) healing infusion of the sneak (heal 262; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
healing infusion of the warrior (heal 181; cd 10) healing infusion of the warrior (heal 181; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease 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 nature talent. |
heroism infusion (die at -529; dur 7; cd 26) heroism infusion (die at -529; dur 7; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -529 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 529 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -619; dur 6; cd 31) heroism infusion of the sneak (die at -619; dur 6; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -619 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 619 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
heroism infusion of the wizard (die at -656; dur 10; cd 27) heroism infusion of the wizard (die at -656; dur 10; cd 27)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -656 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 656 life, 10 duration) 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 nature talent. |
movement infusion (speed 711%; cd 8) movement infusion (speed 711%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 711% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 625%; cd 8) movement infusion (speed 625%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 885%; cd 11) movement infusion of the duelist (speed 885%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 885% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
movement infusion of the duelist (speed 930%; cd 9) movement infusion of the duelist (speed 930%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 930% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
movement infusion of the sneak (speed 806%; cd 8) movement infusion of the sneak (speed 806%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 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. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 508%; cd 13) movement infusion of the wizard (speed 508%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 499%; cd 9) movement infusion of the wizard (speed 499%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 499% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 513; 13 cd) regeneration infusion (heal 513; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 513 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 466; 13 cd) regeneration infusion of the warrior (heal 466; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 466 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 nature talent. |
wild infusion (res 20%; mental; dur 2; cd 10) wild infusion (res 20%; mental; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; magical, mental; dur 3; cd 13) wild infusion (res 22%; magical, mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 and mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical, mental; dur 2; cd 10) wild infusion (res 20%; magical, mental; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 and mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical; dur 3; cd 11) wild infusion (res 19%; magical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, physical; dur 4; cd 11) wild infusion (res 19%; mental, physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental, physical; dur 2; cd 12) wild infusion (res 20%; mental, physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 mental and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; magical; dur 3; cd 11) wild infusion (res 15%; magical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental; dur 2; cd 10) wild infusion (res 20%; mental; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; physical; dur 4; cd 10) wild infusion (res 20%; physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 21%; mental, physical; dur 3; cd 12) wild infusion (res 21%; mental, physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 mental and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; magical; dur 3; cd 10) wild infusion of the sneak (res 36%; magical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 36% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Rune of the Rift (582.00 temporal damage, removed from time 4 turns) Rune of the Rift (582.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 593.64 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Tome of Wildfire Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Adeta AdetaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +15 Wil / +5 Cun / +6 Con Changes resistances: +5% arcane Changes damage: +24% blight Life regen: +3.00 Stamina each turn: +0.70 Maximum mana: +60.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +3% Movement speed: +10% Amulets make your neck look great! |
Aramina the copper amulet Aramina the copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +8 Changes stats: +1 Wil Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Blindness immunity: +20% Disarm immunity: +20% Confusion immunity: +10% Equilibrium when hit: +0.04 Mindpower: +6 (+1 eff.) Amulets make your neck look great! |
Bethona the gold amulet Bethona the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.28 Wild-gift / Venom drake aspect Physical save: +20 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Stun/Freeze immunity: +22% Psi when hit: +0.12 Mental crit. chance: +6% Amulets make your neck look great! |
Daimohor the Scorpionspike Daimohor the ScorpionspikeInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +3% blight / +13% light / +14% darkness Changes resistances penetration: +15% nature Changes damage: +9% blight Blindness immunity: +22% Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 472 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
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 Changes resistances: +20% physical 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. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 446 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% 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. |
Galedor GaledorInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Str / +6 Con Changes resistances: +3% acid Physical save: +9 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +10% Only die when reaching: -20.00 life Maximum hate: +8.00 Amulets make your neck look great! |
Glacierwish GlacierwishCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 6 cold Changes resistances: +5% arcane / +30% cold Changes damage: +21% arcane / +9% cold Life regen: +3.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Greenwreck GreenwreckCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 24% chance to slow global speed by 70% Changes stats: +8 Wil Changes resistances: +6% arcane Changes resistances penetration: +31% cold Critical mult.: +24.82% Life regen: +4.00 Hate when firing a critical mind attack: +6.20 Mindpower: +37 (+8 eff.) Amulets make your neck look great! |
Hanezor the Bleakbone Hanezor the BleakboneInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +7 Dex Changes resistances: +21% cold / +5% physical Changes resistances penetration: +15% mind Physical save: +9 (+2 eff.) Confusion immunity: +20% Amulets make your neck look great! |
Kyzor KyzorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Changes damage: +6% physical Equilibrium when hit: +0.16 Psi when hit: +0.16 Maximum stamina: +30.00 Amulets make your neck look great! |
Samigorn the Glowspawner Samigorn the GlowspawnerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +2 Str / +7 Cun / +8 Con Changes resistances: +6% light Physical save: +16 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +16 (+4 eff.) Amulets make your neck look great! |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Starradiance the steel amulet Starradiance the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +8 Str / +5 Dex / +6 Wil Changes resistances: +16% fire / +18% cold Changes resistances penetration: +15% acid Light radius: +3 Infravision radius: +3 Amulets make your neck look great! |
cleansing gold amulet of strength (+5) cleansing gold amulet of strength (+5)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +20% nature / +15% blight Poison immunity: +37% Disease immunity: +25% Amulets make your neck look great! |
enraging gold amulet of vision enraging gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes damage: +7% physical Blindness immunity: +21% Infravision radius: +3 Sight radius: +2 See invisible: +11 Combat speed: +10% Amulets make your neck look great! |
insulating gold amulet of perfection (0.27 Cunning / Poisons,0.27 Psionic / Augmented mobility) insulating gold amulet of perfection (0.27 Cunning / Poisons,0.27 Psionic / Augmented mobility)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% fire / +18% cold Talent masteries: +0.27 Cunning / Poisons +0.27 Psionic / Augmented mobility Amulets make your neck look great! |
stabilizing voratun amulet of strength (+9) stabilizing voratun amulet of strength (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str Changes resistances: +30% temporal Pinning immunity: +50% Knockback immunity: +50% Amulets make your neck look great! |
starlit gold amulet of strength (+7) starlit gold amulet of strength (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str Changes resistances: +18% light / +17% darkness Blindness immunity: +34% Amulets make your neck look great! |
steel amulet 'Lustreblur' steel amulet 'Lustreblur'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind / 10 blight Changes resistances: +9% blight Physical save: +12 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +14 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Mental crit. chance: +3% Light radius: +3 Amulets make your neck look great! |
stralite amulet of vision stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Blindness immunity: +34% Infravision radius: +9 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
vitalizing voratun amulet vitalizing voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +14 (+3 eff.) Life regen: +11.00 Maximum life: +80.00 Amulets make your neck look great! |
wanderer's gold amulet of dexterity (+11) wanderer's gold amulet of dexterity (+11)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +11 Dex / +3 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Arcsorrow the gold ring Arcsorrow the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 arcane Changes stats: +7 Con Changes resistances: +15% temporal Changes resistances penetration: +25% lightning Changes damage: +18% lightning / +18% temporal / +9% arcane Physical save: +14 (+3 eff.) Rings make your fingers look great! |
Belaramira the copper ring Belaramira the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Changes resistances: +6% acid / +12% mind Changes resistances penetration: +20% acid Changes damage: +6% mind Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +26.00 Rings make your fingers look great! |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Chalasalach the steel ring Chalasalach the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% acid / +12% temporal Changes resistances penetration: +25% acid / +20% temporal Changes damage: +12% arcane / +21% temporal Mental save: +9 (+3 eff.) Confusion immunity: +32% Rings make your fingers look great! |
Eilinunn the Ravenwilter Eilinunn the RavenwilterInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +4.0% Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 33% Damage when hit (Melee): 2 darkness Changes resistances: +15% mind Changes damage: +15% mind Rings make your fingers look great! |
Geturab the Mireedge Geturab the MireedgeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+3 eff.) Damage when hit (Melee): 8 acid / 10 nature Changes stats: +4 Str / +4 Mag Changes resistances: +27% acid Changes damage: +7% all Spellpower: +14 (+3 eff.) Mindpower: +26 (+6 eff.) Rings make your fingers look great! |
Glaresteel GlaresteelInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Physical power: +34 (+8 eff.) Damage when hit (Melee): 11 light Changes resistances: +32% acid / +5% arcane / +12% light Changes damage: +16% acid Disarm immunity: +22% Light radius: +3 Healing mod.: +22% Rings make your fingers look great! |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Magmaspar the stralite ring Magmaspar the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +27% acid / +18% temporal / +45% darkness Changes damage: +18% darkness / +21% fire Mental save: +15 (+4 eff.) Blindness immunity: +24% Poison immunity: +24% Disarm immunity: +24% Rings make your fingers look great! |
Mayeletira the Healknight Mayeletira the HealknightInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 acid / 12 mind / 12 nature Changes stats: +6 Cun / +7 Wil Changes resistances penetration: +20% acid / +31% mind / +31% nature Mental save: +12 (+3 eff.) Mindpower: +11 (+3 eff.) Mental crit. chance: +7% Rings make your fingers look great! |
Phlegmbearer the steel ring Phlegmbearer the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +9% fire Changes resistances penetration: +10% nature Mental save: +6 (+2 eff.) See invisible: +15 Rings make your fingers look great! |
Plaguefoe PlaguefoeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 70% Changes stats: +4 Dex / +2 Con Changes resistances: +9% nature Critical mult.: +20.00% Mental save: +9 (+3 eff.) Confusion immunity: +32% Stamina each turn: +3.00 Rings make your fingers look great! |
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: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Stormbrace the copper ring Stormbrace the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +30 (+7 eff.) Armour: +4 Defense: +30 (+7 eff.) Changes stats: +3 Con Changes resistances penetration: +15% lightning Changes damage: +12% lightning Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+3 eff.) Stamina each turn: +3.00 Rings make your fingers look great! |
Stormusher StormusherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 11 blight Changes stats: +3 Wil / +9 Mag Changes resistances: +9% lightning Changes resistances penetration: +20% acid Physical save: +14 (+3 eff.) Spell save: +34 (+9 eff.) Mental save: +14 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Rings make your fingers look great! |
Strikestreak StrikestreakInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane / +5% physical Changes resistances penetration: +20% lightning Mental save: +11 (+3 eff.) Confusion immunity: +38% Maximum life: +100.00 Rings make your fingers look great! |
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 3 tidal wave that expands slowly over 7 turns, dealing 24.96 cold and 27.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Rootprophet' copper ring 'Rootprophet'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +3% lightning / +11% physical Changes damage: +3% nature / +10% physical Reduces incoming crit damage: 15.00% Blindness immunity: +20% Disarm immunity: +20% Rings make your fingers look great! |
gold ring 'Duskhunger' gold ring 'Duskhunger'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Changes stats: +6 Dex / +2 Wil Changes resistances: +12% darkness Changes resistances penetration: +25% darkness Critical mult.: +10.00% Mindpower: +30 (+7 eff.) Mental crit. chance: +7% Infravision radius: +2 Rings make your fingers look great! |
gold ring 'Fogveil' gold ring 'Fogveil'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +4 Mag / +6 Wil Changes resistances: +16% acid / +16% cold / +16% blight / +20% fire / +5% arcane / +18% lightning Changes damage: +13% blight Mental save: +3 (+1 eff.) Poison immunity: +20% Knockback immunity: +20% Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Defense: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's steel ring of nature (+24%) marksman's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Changes resistances: +24% nature Changes damage: +12% nature Rings make your fingers look great! |
psionicist's gold ring of luminosity psionicist's gold ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 19 light Changes stats: +2 Wil / +2 Mag Changes damage: +12% light Mental save: +4 (+1 eff.) Rings make your fingers look great! |
psionicist's voratun ring of misery psionicist's voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 41 Damage (Melee): 30 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 41 Damage (Ranged): 15 physical Changes stats: +4 Cun / +6 Wil Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
rogue's gold ring of perseverance rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Cun Stun/Freeze immunity: +23% Life regen: +3.00 Rings make your fingers look great! |
savage's gold ring of misery savage'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: * 15% chance to reduce all saves and defense by 41 Damage (Melee): 23 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 41 Damage (Ranged): 20 physical Changes stats: +6 Cun / +4 Con Spell save: +15 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +26.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +8 Cun / +8 Dex Rings make your fingers look great! |
solipsist's voratun ring of tenacity solipsist's voratun ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Disarm immunity: +46% Pinning immunity: +43% Knockback immunity: +42% Maximum life: +50.00 Mindpower: +15 (+4 eff.) Rings make your fingers look great! |
stralite ring 'Mireire' stralite ring 'Mireire'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 6 blight Changes damage: +15% blight / +15% nature / +24% light / +21% arcane Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Vim when firing critical spell: +2.48 Maximum life: +44.00 Maximum mana: +80.00 Spell crit. chance: +4% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +18 Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 41 Damage (Ranged): 33 physical Damage when hit (Melee): 2 lightning Changes stats: +11 Str / +1 Dex / +7 Wil / +18 Cun Changes resistances: +6% lightning Changes resistances penetration: +20% blight Stun/Freeze immunity: +60% Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Mindpower: +15 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
warrior's steel ring of tenacity warrior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +27% Pinning immunity: +21% Knockback immunity: +26% Maximum life: +23.00 Rings make your fingers look great! |
warrior's voratun ring of life warrior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str Life regen: +16.00 Maximum life: +84.00 Healing mod.: +15% Rings make your fingers look great! |
Splendourrip the dwarven-steel battleaxe (33-50 power, 2 apr) =@SL4U= Splendourrip the dwarven-steel battleaxe (33-50 power, 2 apr) =@SL4U=Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Deals 120 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +12 nature / +8 light When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Mag / +9 Wil / +5 Cun / +6 Con Changes resistances penetration: +10% light Changes damage: +9% lightning / +3% light Massive two-handed battleaxes. |
Kinetic Spike (38-49 power, 40 apr) Kinetic Spike (38-49 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+4 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Shantiz the Stormblade (15-19 power, 20 apr) Shantiz the Stormblade (15-19 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 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: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 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. |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+4 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Dourmalice (60-96 power, 4 apr) Dourmalice (60-96 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +58 lightning / +61 cold When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +17.0% Defense: +21 (+5 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +12% darkness / +6% cold / +6% nature / +3% light Changes resistances penetration: +33% lightning / +35% cold / +5% darkness Disarm immunity: +60% Movement speed: +70% Massive two-handed swords. |
Spectral Blade (26-41 power, 25 apr) Spectral Blade (26-41 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
enhanced dragonbone longbow of piercing =@ShaturStoreLV40= enhanced dragonbone longbow of piercing =@ShaturStoreLV40=Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +11 Changes stats: +12 Str / +15 Dex / +14 Mag / +20 Wil / +12 Cun / +17 Con Changes resistances penetration: +14% all Longbows are used to shoot arrows at your foes. |
dwarven-steel mace 'Shiverzeal' (29-40 power, 4 apr) dwarven-steel mace 'Shiverzeal' (29-40 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +41 (+9 eff.) Changes resistances: +9% blight / +4% physical / +9% temporal Changes resistances penetration: +15% cold Reduces incoming crit damage: 15.00% Disarm immunity: +38% Stun/Freeze immunity: +20% Knockback immunity: +20% Blunt and deadly. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
05 (3 def, 0 armour) 05 (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +3 (+0 eff.) Fatigue: -7% Changes stats: +3 Cun / +3 Dex Changes resistances: +10% acid / +3% darkness / +3% light / +10% cold / +9% fire / +3% nature / +27% lightning Physical save: +13 (+3 eff.) Mental save: +13 (+4 eff.) Only die when reaching: -50.00 life Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 88 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Moroddarig (2 def, 6 armour) Moroddarig (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +3 Dex Changes resistances: +5% arcane / +12% nature Stun/Freeze immunity: +20% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Oakimmortal the elven-silk cloak (3 def, 0 armour) Oakimmortal the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 6 nature / 8 cold Changes resistances: +20% darkness / +3% nature Changes resistances penetration: +14% darkness / +15% cold Changes damage: +22% darkness / +9% nature Stealth bonus: +14 Physical save: +22 (+5 eff.) Mental save: +25 (+6 eff.) Only die when reaching: -100.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Nidas' (2 def, 0 armour) cashmere cloak 'Nidas' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +20 (+5 eff.) Defense: +2 (+0 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +15% nature / +3% physical Spell save: +12 (+3 eff.) Cut immunity: +20% Silence immunity: +20% Disarm immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of backstabbing (3 def, 0 armour) murderer's elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +24 Defense: +3 (+0 eff.) Changes stats: +6 Cun / +6 Dex Critical mult.: +30.00% Stealth bonus: +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's elven-silk robe (0 def, 0 armour) dreamer's elven-silk robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +18% darkness / +20% mind / +15% all Physical save: +17 (+4 eff.) Spell save: +19 (+5 eff.) Mental save: +38 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airwitch the pair of dwarven-steel boots (34 def, 26 armour) Airwitch the pair of dwarven-steel boots (34 def, 26 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +26 Defense: +34 (+8 eff.) Fatigue: +3% Damage when hit (Melee): 10 fire Changes resistances: +12% acid Changes resistances penetration: +20% lightning Physical save: +20 (+5 eff.) Disease immunity: +22% Infravision radius: +3 Healing mod.: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Nerota (15 def, 3 armour) =@SC2Rare= Nerota (15 def, 3 armour) =@SC2Rare=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+3 eff.) Fatigue: -3% Changes stats: +2 Str Changes resistances: +3% physical Changes resistances penetration: +5% physical Changes damage: +6% physical Stamina each turn: +0.30 Only die when reaching: -60.00 life Maximum life: +30.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Pyrebreak the pair of voratun boots (0 def, 10 armour) Pyrebreak the pair of voratun boots (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +10 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 fire Changes stats: +9 Str / +7 Con Changes resistances: +9% nature / +3% cold Changes damage: +8% physical Spell save: +12 (+3 eff.) Infravision radius: +3 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelemira the Rainsweeper (15 def, 11 armour) Emelemira the Rainsweeper (15 def, 11 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +10 Armour: +11 Defense: +15 (+3 eff.) Damage when hit (Melee): 10 cold / 8 physical Changes stats: +11 Dex / +4 Wil / +4 Cun Changes resistances: +15% cold When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hathastir the Gorewilder (0 def, 3 armour) Hathastir the Gorewilder (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 24 arcane resource burn Damage when hit (Melee): 12 nature Changes resistances: +24% acid / +12% temporal / +6% arcane / +12% darkness Changes resistances penetration: +15% nature / +25% fire Changes damage: +15% fire Physical save: +10 (+2 eff.) Spell save: +22 (+6 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Iceblack (0 def, 8 armour) Iceblack (0 def, 8 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +8 Fatigue: +3% Damage (Melee): 8 acid Changes stats: +5 Str / +4 Wil / +3 Con Changes resistances: +7% acid Changes damage: +4% acid / +9% cold Talent mastery: +0.20 Technique / Grappling Physical save: +13 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +56% Only die when reaching: -20.00 life When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +8 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 178.50 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
restful drakeskin leather gloves of the verdant (0 def, 3 armour) restful drakeskin leather gloves of the verdant (0 def, 3 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes resistances: +20% blight / +19% darkness / +15% arcane Damage affinity(heal): +14% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +22 (+6 eff.) Life regen: +9.00 Stamina each turn: +1.90 Maximum stamina: +26.00 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
drakeskin leather cap 'Undeathradiance' (0 def, 11 armour) drakeskin leather cap 'Undeathradiance' (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 24% chance to slow global speed by 70% Changes stats: +4 Str / +4 Con Changes resistances: +9% acid / +25% cold / +6% arcane Changes resistances penetration: +15% nature Changes damage: +6% nature / +12% fire Allows you to breathe in: water Infravision radius: +4 A cap made of leather. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Dexterity 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
impervious voratun shield of earthen fury (0 def, 26 armour, 67-80 power, 258.5 block) impervious voratun shield of earthen fury (0 def, 26 armour, 67-80 power, 258.5 block)Requires: - Shield usage training - Dexterity 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +258 On weapon hit: * Deal physical damage equal to your armor (121) When wielded/worn: Armour: +26 Fatigue: +8% Changes stats: +5 Con Talent granted: +1 Block Physical save: +10 (+2 eff.) Handheld deflection devices. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
42 alchemist agate 42 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
sapphire 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gunintir (dig speed 5 turns) Gunintir (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Damage when hit (Melee): 10 arcane Changes stats: +3 Str Changes resistances: +6% temporal / +10% physical Changes damage: +18% arcane Maximum life: +33.00 Maximum stamina: +23.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Noonwake' (dig speed 24 turns) dwarven-steel pickaxe 'Noonwake' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Physical power: +37 (+9 eff.) Damage when hit (Melee): 10 light Changes stats: +6 Str / +7 Con Changes resistances: +15% mind Changes resistances penetration: +20% physical Changes damage: +18% acid Physical save: +22 (+5 eff.) Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.5 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 +79 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.5 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 8.66 cold damage and 9.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 379.58 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 385.02 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Baridublek the Blindusher [power 410] (15 cooldown) Baridublek the Blindusher [power 410] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +4 Cun / +3 Mag Changes resistances penetration: +10% darkness Reduces incoming crit damage: 18.61% Light radius: +3 It can be used to blast the opponent's mind dealing 504 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 27% for 2 turns. * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
Emelira [power 3] (25 cooldown) Emelira [power 3] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +6% blight / +9% cold Life regen: +4.00 Maximum life: +80.00 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Torigen the dwarven-steel torque of gale force [power 260] (15 cooldown) Torigen the dwarven-steel torque of gale force [power 260] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +15% light Changes damage: +6% physical Stun/Freeze immunity: +20% Knockback immunity: +20% Teleport immunity: +20% See invisible: +18 It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 344 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 72. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Ragadar' [power 190] (15 cooldown) steel torque of gale force 'Ragadar' [power 190] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +4 Physical crit. chance: +5.0% Changes stats: +4 Wil Changes resistances: +4% physical Changes damage: +15% physical Critical mult.: +30.59% Maximum stamina: +30.89 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 251 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Sleetwing' [power 173] (25 cooldown) voratun torque of psionic shield 'Sleetwing' [power 173] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +18% light / +18% temporal Changes resistances penetration: +20% acid Changes damage: +15% acid / +9% cold Physical save: +9 (+2 eff.) Spell save: +15 (+4 eff.) Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
Freezebreeze the yew totem of healing [power 302] (15 cooldown) Freezebreeze the yew totem of healing [power 302] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +30% cold Changes resistances penetration: +15% cold Changes damage: +9% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Neretha [power 33] (20 cooldown) Neretha [power 33] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +8.0% Defense: +30 (+7 eff.) Changes stats: +2 Str / +7 Dex It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 58. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 quartz 12 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.
By Eequee the Dwarf Adventurer level 41
10th Iron 124th year of Ascendancy at 01:17 see stats
By Eequee the Dwarf Adventurer level 41
10th Iron 124th year of Ascendancy at 01:17 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.
By Eequee the Dwarf Adventurer level 37
31st Dearth 123rd year of Ascendancy at 02:37 see stats
By Eequee the Dwarf Adventurer level 37
31st Dearth 123rd year of Ascendancy at 02:37 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.
By Eequee the Dwarf Adventurer level 41
8th Iron 124th year of Ascendancy at 10:09 see stats
By Eequee the Dwarf Adventurer level 41
8th Iron 124th year of Ascendancy at 10:09 see stats
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.
By Eequee the Dwarf Adventurer level 20
9th Shortage 122nd year of Ascendancy at 19:24 see stats
By Eequee the Dwarf Adventurer level 20
9th Shortage 122nd year of Ascendancy at 19:24 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.
By Eequee the Dwarf Adventurer level 48
3rd Stralite 124th year of Ascendancy at 07:01 see stats
By Eequee the Dwarf Adventurer level 48
3rd Stralite 124th year of Ascendancy at 07:01 see stats
Back and there again (Madness (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.
By Eequee the Dwarf Adventurer level 50
31st Dearth 124th year of Ascendancy at 16:27 see stats
By Eequee the Dwarf Adventurer level 50
31st Dearth 124th year of Ascendancy at 16:27 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.
By Eequee the Dwarf Adventurer level 45
1st Gold 124th year of Ascendancy at 05:12 see stats
By Eequee the Dwarf Adventurer level 45
1st Gold 124th year of Ascendancy at 05:12 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.
By Eequee the Dwarf Adventurer level 25
26th Steel 123rd year of Ascendancy at 00:26 see stats
By Eequee the Dwarf Adventurer level 25
26th Steel 123rd year of Ascendancy at 00:26 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.
By Eequee the Dwarf Adventurer level 11
25th Profit 122nd year of Ascendancy at 02:13 see stats
By Eequee the Dwarf Adventurer level 11
25th Profit 122nd year of Ascendancy at 02:13 see stats
Destroyer of the creation (Madness (Roguelike) difficulty)
Killed Slasul.
By Eequee the Dwarf Adventurer level 50
14th Loss 124th year of Ascendancy at 07:21 see stats
By Eequee the Dwarf Adventurer level 50
14th Loss 124th year of Ascendancy at 07:21 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.
By Eequee the Dwarf Adventurer level 44
42nd Steel 124th year of Ascendancy at 00:34 see stats
By Eequee the Dwarf Adventurer level 44
42nd Steel 124th year of Ascendancy at 00:34 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.
By Eequee the Dwarf Adventurer level 50
6th Profit 124th year of Ascendancy at 20:28 see stats
By Eequee the Dwarf Adventurer level 50
6th Profit 124th year of Ascendancy at 20:28 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.
By Eequee the Dwarf Adventurer level 34
3rd Wealth 123rd year of Ascendancy at 15:14 see stats
By Eequee the Dwarf Adventurer level 34
3rd Wealth 123rd year of Ascendancy at 15:14 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.
By Eequee the Dwarf Adventurer level 22
13rd Iron 123rd year of Ascendancy at 01:37 see stats
By Eequee the Dwarf Adventurer level 22
13rd Iron 123rd year of Ascendancy at 01:37 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.
By Eequee the Dwarf Adventurer level 32
22nd Voratun 123rd year of Ascendancy at 00:15 see stats
By Eequee the Dwarf Adventurer level 32
22nd Voratun 123rd year of Ascendancy at 00:15 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!
By Eequee the Dwarf Adventurer level 41
12nd Iron 124th year of Ascendancy at 07:06 see stats
By Eequee the Dwarf Adventurer level 41
12nd Iron 124th year of Ascendancy at 07:06 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.
By Eequee the Dwarf Adventurer level 50
14th Loss 124th year of Ascendancy at 12:20 see stats
By Eequee the Dwarf Adventurer level 50
14th Loss 124th year of Ascendancy at 12:20 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Eequee the Dwarf Adventurer level 37
31st Dearth 123rd year of Ascendancy at 03:17 see stats
By Eequee the Dwarf Adventurer level 37
31st Dearth 123rd year of Ascendancy at 03:17 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.
By Eequee the Dwarf Adventurer level 10
18th Profit 122nd year of Ascendancy at 14:14 see stats
By Eequee the Dwarf Adventurer level 10
18th Profit 122nd year of Ascendancy at 14:14 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.
By Eequee the Dwarf Adventurer level 20
13rd Loss 122nd year of Ascendancy at 11:46 see stats
By Eequee the Dwarf Adventurer level 20
13rd Loss 122nd year of Ascendancy at 11:46 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.
By Eequee the Dwarf Adventurer level 30
10th Stralite 123rd year of Ascendancy at 01:50 see stats
By Eequee the Dwarf Adventurer level 30
10th Stralite 123rd year of Ascendancy at 01:50 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.
By Eequee the Dwarf Adventurer level 40
7th Shortage 123rd year of Ascendancy at 09:50 see stats
By Eequee the Dwarf Adventurer level 40
7th Shortage 123rd year of Ascendancy at 09:50 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.
By Eequee the Dwarf Adventurer level 50
27th Stralite 124th year of Ascendancy at 22:34 see stats
By Eequee the Dwarf Adventurer level 50
27th Stralite 124th year of Ascendancy at 22:34 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.
By Eequee the Dwarf Adventurer level 37
9th Loss 123rd year of Ascendancy at 07:33 see stats
By Eequee the Dwarf Adventurer level 37
9th Loss 123rd year of Ascendancy at 07:33 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.
By Eequee the Dwarf Adventurer level 43
39th Steel 124th year of Ascendancy at 09:34 see stats
By Eequee the Dwarf Adventurer level 43
39th Steel 124th year of Ascendancy at 09:34 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.
By Eequee the Dwarf Adventurer level 36
20th Dearth 123rd year of Ascendancy at 05:32 see stats
By Eequee the Dwarf Adventurer level 36
20th Dearth 123rd year of Ascendancy at 05:32 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.
By Eequee the Dwarf Adventurer level 44
42nd Steel 124th year of Ascendancy at 04:07 see stats
By Eequee the Dwarf Adventurer level 44
42nd Steel 124th year of Ascendancy at 04:07 see stats
Squadmate (Madness (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.
By Eequee the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 05:17 see stats
By Eequee the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 05:17 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.
By Eequee the Dwarf Adventurer level 8
14th Profit 122nd year of Ascendancy at 23:27 see stats
By Eequee the Dwarf Adventurer level 8
14th Profit 122nd year of Ascendancy at 23:27 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.
By Eequee the Dwarf Adventurer level 37
31st Dearth 123rd year of Ascendancy at 02:37 see stats
By Eequee the Dwarf Adventurer level 37
31st Dearth 123rd year of Ascendancy at 02:37 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.
By Eequee the Dwarf Adventurer level 6
30th Voratun 122nd year of Ascendancy at 22:22 see stats
By Eequee the Dwarf Adventurer level 6
30th Voratun 122nd year of Ascendancy at 22:22 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.
By Eequee the Dwarf Adventurer level 49
15th Stralite 124th year of Ascendancy at 20:12 see stats
By Eequee the Dwarf Adventurer level 49
15th Stralite 124th year of Ascendancy at 20:12 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.
By Eequee the Dwarf Adventurer level 34
4th Wealth 123rd year of Ascendancy at 06:54 see stats
By Eequee the Dwarf Adventurer level 34
4th Wealth 123rd year of Ascendancy at 06:54 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.
By Eequee the Dwarf Adventurer level 24
13rd Steel 123rd year of Ascendancy at 00:11 see stats
By Eequee the Dwarf Adventurer level 24
13rd Steel 123rd year of Ascendancy at 00:11 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.
By Eequee the Dwarf Adventurer level 18
33rd Dearth 122nd year of Ascendancy at 10:06 see stats
By Eequee the Dwarf Adventurer level 18
33rd Dearth 122nd year of Ascendancy at 10:06 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.
By Eequee the Dwarf Adventurer level 40
7th Iron 124th year of Ascendancy at 02:11 see stats
By Eequee the Dwarf Adventurer level 40
7th Iron 124th year of Ascendancy at 02:11 see stats