Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 35 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Yvudhera the blinkwyrm at level 35 on the 56th Regrowth 123rd year of Ascendancy at 21:51 / 1 |
Primary Stats
| Strength | 88 (base 12) |
| Dexterity | 141 (base 60) |
| Constitution | 32 (base 12) |
| Magic | 63 (base 19) |
| Willpower | 119 (base 60) |
| Cunning | 108 (base 60) |
Resources
| Mana | 471/904 |
| Psi | 219/219 |
| Life | -6/694 |
| Hate | 100/100 |
| Stamina | 292/374 |
| Paradox | 538 |
| Healing Factor | 1.45 |
| Regeneration | 49.455029898141 |
Speed
| Mental | -5% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +115.16129032258% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 14 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 249 |
| Accuracy | 78 |
| Crit Chance | 80% |
| APR | 49 |
| Speed | 0.74 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 55% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 69.875 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| All | -17% |
Defense: Base
| Armour (hardiness) | 72.2 (93.924050632911%) |
| Defense | 0 |
| Ranged Defense | 20.5 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 50.566666666667 |
| Mental Save | 62.3625 |
Defense: Resistances
| All | + 34%( 86%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 5% |
| Blind Resistance | 100% |
| Silence Resistance | 33% |
| Teleport Resistance | 5% |
| Pinning Resistance | 31% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Archery training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Stasis | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Acrobatics | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Aim |
| talent | Augmentation |
| talent | Trained Reactions |
| talent | Pace Yourself |
| talent | True Grit |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 43.45 fire damage per turn. Burning |
| beneficial effect | The target's reactions have quickened, giving +20% global speed. Superb Agility |
| beneficial effect | The time distortion has created a restoration field, healing the target for 49 each turn. Temporal Restoration Field |
| detrimental effect | The target is cursed, reducing all damage done by 17%. Curse of Impotence |
| detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 60.33 blight damage per turn. Rotting Disease |
| beneficial effect | The target stands strong, increasing all resistances by 14.8% and resistance caps by 3.1%. Eternal Warrior |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed electric eel tail. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
| Quiver | deadly pouch of voratun shots of erosion (11/21, 65.5-78.6 power, 6 apr) deadly pouch of voratun shots of erosion (11/21, 65.5-78.6 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 65.5 - 78.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 Damage (Ranged): +5 nature / +10 temporal Shots are used with slings to pummel your foes to death. |
| On hands | Glanne (4 def, 2 armour) Glanne (4 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+2 eff.) Damage (Melee): 7 arcane Changes stats: +5 Wil / +5 Mag Changes resistances: +4% arcane / +6% mind Changes damage: +6% arcane Physical save: +14 (+4 eff.) Mental save: +14 (+3 eff.) Poison immunity: +5% Disarm immunity: +56% Teleport immunity: +5% It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Mardyharasta the alchemist's lamp Mardyharasta the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Mag Changes resistances: +7% blight / +7% darkness Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: -4 Infravision radius: +10 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 9 turns, and deals 21 blight damage or heals 33 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Yvinn the hardened leather cap (0 def, 3 armour) Yvinn the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +7 Str / +15 Dex / +3 Cun Changes resistances: +16% darkness / +12% cold Pinning immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +4 A cap made of leather. |
| On feet | Glittervein (0 def, 4 armour) Glittervein (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Damage when hit (Melee): 8 light Changes stats: +3 Wil / +4 Con Changes resistances penetration: +7% physical Changes damage: +9% blight Maximum encumbrance: +22 Physical save: +7 (+2 eff.) Silence immunity: +33% Confusion immunity: +21% Stun/Freeze immunity: +30% Spell crit. chance: +4% Mindpower: +6 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | dwarven-steel pickaxe 'Relgigund' (dig speed 25 turns) dwarven-steel pickaxe 'Relgigund' (dig speed 25 turns)Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Mag Changes resistances: +12% nature Changes damage: +7% nature / +6% blight Mana each turn: +0.04 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +35.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +7% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Issenaridan' steel ring 'Issenaridan'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 20% chance to disease * 15% chance to corrode armour Changes resistances penetration: +5% blight Changes damage: +3% acid Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +28.00 Spellpower: +13 (+4 eff.) Mindpower: +12 (+3 eff.) Rings can have magical properties. |
| On fingers | Aralle the Glowzephyr Aralle the GlowzephyrPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +4 Mag / +7 Wil / +10 Cun Changes resistances: +6% light Mental save: +7 (+1 eff.) Confusion immunity: +27% Spellpower: +8 (+2 eff.) Mindpower: +7 (+1 eff.) Light radius: +3 Rings can have magical properties. |
| Around neck | Flaretaint the stralite amulet Flaretaint the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +9 Str / +9 Dex / +6 Wil Changes resistances: +9% lightning / +15% fire / +21% mind Changes resistances penetration: +15% fire Changes damage: +3% lightning Confusion immunity: +44% Life regen: +2.30 Amulets can have magical properties. |
| In main hand | reinforced leather sling 'Neredanne' reinforced leather sling 'Neredanne'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 Travel speed: +200% When wielded/worn: Armour: +4 Changes resistances: +5% arcane / +9% blight Changes resistances penetration: +35% physical Changes damage: +13% physical Spell save: +3 (+1 eff.) Stun/Freeze immunity: +5% Damage Shield penetration: +28% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Cunning 20 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+0 eff.) Ranged Defense: +17 (+8 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 74.38 to 92.97 light damage (based on Willpower and Cunning), costing 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | cashmere cloak 'Oozestrider' (10 def, 0 armour) cashmere cloak 'Oozestrider' (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Defense: +10 (+0 eff.) Damage when hit (Melee): 8 nature Changes resistances: +14% blight / +3% fire / +13% nature Critical mult.: +16.00% Stealth bonus: +7 Physical save: +6 (+2 eff.) Spell save: +25 (+8 eff.) Life regen: +1.60 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening iron plate armour of the dragon (3 def, 7 armour) enlightening iron plate armour of the dragon (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Changes stats: +1 Str / +4 Wil / +3 Cun / +1 Con Changes resistances: +6% acid / +5% physical / +6% fire / +5% cold / +6% lightning Talent cooldown: Rush (-5 turns) Mental save: +11 (+2 eff.) Disarm immunity: +21% Stun/Freeze immunity: +50% Knockback immunity: +20% A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 381) healing infusion of the duelist (heal 381)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 381 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+20 for 8 turns, die at -553) heroism infusion of the sneak (+20 for 8 turns, die at -553)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. While Heroism is active, you will only die when reaching -553 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+18 for 9 turns, die at -664) heroism infusion of the warrior (+18 for 9 turns, die at -664)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -664 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (806% speed; 4 turns) movement infusion of the psychic (806% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 806% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (496% speed; 5 turns) movement infusion of the titan (496% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (564% speed; 5 turns) movement infusion of the warrior (564% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 569 over 5 turns) regeneration infusion of the duelist (heal 569 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 569 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 684 over 5 turns) regeneration infusion of the duelist (heal 684 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 684 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 405 over 5 turns) regeneration infusion of the warrior (heal 405 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 405 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 8; power 52; turns 3; dispells darkness) sun infusion of the wizard (rad 8; power 52; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 52) for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 30%; cure mental, physical) wild infusion of the duelist (resist 30%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 32%; cure magical, mental) wild infusion of the duelist (resist 32%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 26%; cure mental) wild infusion of the psychic (resist 26%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 26%; cure mental, physical) wild infusion of the sneak (resist 26%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 4 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 ability. |
wild infusion of the titan (resist 32%; cure magical, mental) wild infusion of the titan (resist 32%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 15%; cure magical) wild infusion of the titan (resist 15%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the duelist (177 cold damage; 77 apply power) biting gale rune of the duelist (177 cold damage; 77 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 177.68 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 77. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 18; power 50; dur 5) phase door rune of the duelist (range 18; power 50; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 16; power 43; dur 6) phase door rune of the sneak (range 16; power 43; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 13; power 45; dur 3) phase door rune of the sneak (range 13; power 45; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 11; power 39; dur 3) phase door rune of the warrior (range 11; power 39; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 13; power 33; dur 4) phase door rune of the warrior (range 13; power 33; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 12; power 31; dur 6) phase door rune of the wizard (range 12; power 31; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 482 for 3 turns) shielding rune of the duelist (absorb 482 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 482 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 695 for 6 turns) shielding rune of the psychic (absorb 695 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 695 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 472 for 6 turns) shielding rune of the sneak (absorb 472 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 472 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 168) teleportation rune of the duelist (range 168)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 168 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 161) teleportation rune of the psychic (range 161)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 161 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Betotta BetottaPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +6 Mag Changes resistances: +3% cold Changes damage: +5% lightning / +6% temporal / +6% light / +15% fire / +5% acid / +4% physical / +9% blight / +6% cold / +5% darkness Critical mult.: +13.00% Mana each turn: +0.16 Spellpower: +16 (+5 eff.) Spell crit. chance: +8% Amulets can have magical properties. |
Boltvice the copper amulet Boltvice the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Changes resistances penetration: +5% blight Changes damage: +3% blight / +6% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 24 power out of 40/40) : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 332 (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. |
Emoldaba EmoldabaInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Defense: +5 (+0 eff.) Changes stats: +1 Dex / +3 Cun / +7 Lck Changes resistances: +13% mind Physical save: +6 (+2 eff.) Silence immunity: +10% Confusion immunity: +23% Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
Eremafast the Lustreblight Eremafast the LustreblightPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 mind Changes stats: +4 Dex / +5 Cun / +3 Con Changes resistances: +6% mind Changes damage: +3% light Physical save: +12 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +13 (+3 eff.) Teleport immunity: +50% Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
Getaran GetaranInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +3% cold Physical save: +13 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +16% Poison immunity: +10% Infravision radius: +2 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Porada the steel amulet Porada the steel amuletPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 5 light / 5 darkness Effects when hit in melee: * 7% chance to blind * 6% chance to inflict damage reduction Changes stats: +2 Mag / +2 Wil Changes damage: +3% blight / +6% light / +6% darkness Mental save: +6 (+1 eff.) Confusion immunity: +12% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Spellpower: +4 (+1 eff.) Mindpower: +6 (+1 eff.) Damage Shield penetration: +30% Amulets can have magical properties. |
Rootsaw RootsawPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +2 Mag / +4 Cun / +5 Con Changes resistances: +15% nature Changes damage: +6% acid / +3% light / +4% fire / +6% cold / +6% lightning Talent mastery: +0.28 Technique / Conditioning Life regen: +0.50 Stamina each turn: +0.60 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Movement speed: +10% Amulets can have magical properties. |
Shadeblight ShadeblightInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 4 nature Changes stats: +5 Dex / +9 Cun / +4 Con Changes resistances: +14% light / +17% darkness Blindness immunity: +26% Life regen: +0.50 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
Striketorrent the gold amulet Striketorrent the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+0 eff.) Fatigue: -4% Damage when hit (Melee): 4 lightning Changes stats: +5 Dex / +4 Wil / +4 Cun / +5 Con Changes resistances cap: +4% all Changes damage: +9% arcane / +12% lightning Physical save: +13 (+4 eff.) Life regen: +0.70 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
starlit gold amulet of healing starlit gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% light / +17% darkness Blindness immunity: +28% Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Isluwen' steel amulet 'Isluwen'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% physical / +6% nature / +12% temporal Mental save: +3 (+0 eff.) Pinning immunity: +32% Knockback immunity: +26% Stamina each turn: +0.20 Amulets can have magical properties. |
Arthikath ArthikathPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +6 Mag Changes damage: +9% arcane Maximum encumbrance: +27 Spell save: +12 (+4 eff.) Disarm immunity: +20% Pinning immunity: +28% Knockback immunity: +22% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +28.00 Maximum mana: +80.00 Rings can have magical properties. |
Balidurath the gold ring Balidurath the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +7 Dex / +5 Cun / +3 Con Changes resistances: +5% arcane Spell save: +13 (+4 eff.) Cut immunity: +5% Pinning immunity: +15% Life regen: +1.00 Maximum life: +55.00 Maximum stamina: +13.00 Healing mod.: +16% Rings can have magical properties. |
Flashsweeper FlashsweeperPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +5% arcane Changes damage: +6% arcane / +3% fire Blindness immunity: +26% Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +25% Maximum life: +24.00 Mindpower: +7 (+1 eff.) Infravision radius: +4 See stealth: +9 See invisible: +11 Rings can have magical properties. |
Galesmasher the gold ring Galesmasher the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +2 Physical power: +6 (+1 eff.) Defense: +6 (+0 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +15% acid / +13% fire / +18% cold / +11% lightning Changes resistances penetration: +15% lightning Only die when reaching: -60.00 life Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 30% for 5 turns. Rings can have magical properties. |
Glaresear GlaresearPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +6 (+1 eff.) Changes stats: +4 Dex Changes damage: +9% light / +6% arcane Blindness immunity: +25% Spellpower: +6 (+2 eff.) Mindpower: +7 (+1 eff.) Light radius: +3 Infravision radius: +4 See stealth: +6 See invisible: +5 Rings can have magical properties. |
Noldil NoldilInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +5 Dex / +2 Wil / +5 Cun Changes resistances: +22% nature / +20% lightning Changes resistances penetration: +10% blight Changes damage: +11% nature / +10% lightning Spellpower: +2 (+0 eff.) Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Skytyphoon SkytyphoonPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Damage when hit (Melee): 20 lightning Changes stats: +5 Dex / +4 Cun / +4 Con Changes resistances: +26% light / +9% lightning Changes damage: +13% light Spell save: +12 (+4 eff.) Maximum stamina: +15.00 Rings can have magical properties. |
Torchream TorchreamPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +8 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +4 Dex Changes resistances penetration: +15% arcane / +5% fire Mental save: +7 (+1 eff.) Confusion immunity: +25% Spellpower: +7 (+2 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Viletyphoon the steel ring Viletyphoon the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +9 Defense: +8 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 nature Changes resistances: +5% blight / +20% fire / +7% nature / +9% temporal Changes damage: +10% fire Poison immunity: +13% Disease immunity: +11% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.2 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Xerildassra the steel ring Xerildassra the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +3% acid / +3% darkness / +6% blight / +6% cold / +7% nature Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Poison immunity: +13% Disease immunity: +10% Confusion immunity: +20% Rings can have magical properties. |
Xerusebeth the Deepsspawner Xerusebeth the DeepsspawnerInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +10 Wil Changes resistances: +22% fire / +6% darkness / +9% light Changes damage: +11% fire Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) Light radius: +2 Rings can have magical properties. |
gold ring 'Moregonik' gold ring 'Moregonik'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +7 Cun / +6 Dex Changes resistances: +22% lightning / +9% nature Changes damage: +11% lightning Physical save: +6 (+2 eff.) Life regen: +1.40 Maximum life: +60.00 Healing mod.: +16% Rings can have magical properties. |
gold ring 'Turondil' gold ring 'Turondil'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +6 Wil / +6 Mag Changes resistances penetration: +20% mind Changes damage: +3% mind / +5% all Blindness immunity: +24% Spellpower: +16 (+5 eff.) Mindpower: +7 (+1 eff.) Infravision radius: +4 See stealth: +11 See invisible: +12 Rings can have magical properties. |
gold ring 'Xylle' gold ring 'Xylle'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 12 temporal Changes stats: +3 Con Changes damage: +6% mind / +9% temporal Maximum encumbrance: +30 Spell save: +13 (+4 eff.) Maximum stamina: +22.00 Spellpower: +8 (+2 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
steel ring 'Arckarma' steel ring 'Arckarma'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +4 Wil Changes resistances penetration: +20% lightning Mental save: +8 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.60 Rings can have magical properties. |
steel ring 'Brodolador' steel ring 'Brodolador'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Wil Changes damage: +6% mind Maximum encumbrance: +24 Mental save: +8 (+2 eff.) Disarm immunity: +30% Pinning immunity: +26% Knockback immunity: +20% Psi when hit: +0.08 Maximum life: +22.00 Mindpower: +8 (+2 eff.) Rings can have magical properties. |
steel ring 'Chamayablek' steel ring 'Chamayablek'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +6 (+0 eff.) Fatigue: -4% Damage when hit (Melee): 12 physical Changes stats: +5 Str / +3 Cun / +5 Con Reduces incoming crit damage: 15.00% Maximum encumbrance: +26 Physical save: +3 (+1 eff.) Rings can have magical properties. |
steel ring 'Emelovea' steel ring 'Emelovea'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Wil / +2 Con Changes resistances: +6% nature / +3% blight Spell save: +11 (+3 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +27% Maximum life: +28.00 Maximum stamina: +11.00 Rings can have magical properties. |
steel ring 'Festerblood' steel ring 'Festerblood'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Dex / +2 Mag / +8 Cun Changes resistances: +12% mind Changes resistances penetration: +5% nature Changes damage: +3% mind Blindness immunity: +20% Spellpower: +7 (+2 eff.) Infravision radius: +3 See stealth: +9 See invisible: +5 Rings can have magical properties. |
steel ring 'Vorowyn' steel ring 'Vorowyn'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +18% mind / +24% darkness Changes resistances penetration: +10% mind Changes damage: +12% mind / +12% darkness Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +27% Maximum life: +26.00 Rings can have magical properties. |
stralite ring 'Salolaith' stralite ring 'Salolaith'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +2 Physical power: +11 (+2 eff.) Changes stats: +2 Dex / +5 Wil / +6 Cun / +6 Con Changes damage: +6% acid / +6% all Physical save: +12 (+4 eff.) Spellpower: +12 (+4 eff.) Mindpower: +24 (+6 eff.) Healing mod.: +5% Rings can have magical properties. |
Nightarc the stralite dagger (27.5-35.75 power, 9 apr) Nightarc the stralite dagger (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +33 insidious poison / +8 arcane / +8 darkness Burst (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +8 (+0 eff.) Damage when hit (Melee): 12 arcane Changes stats: +4 Dex Changes resistances: +3% temporal Disarm immunity: +27% Sharp, short and deadly. |
Prismraptor (16-20.8 power, 7 apr) Prismraptor (16-20.8 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Str, 45% Dex Damage type: Light Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +13 Physical crit. chance: +6.0% Changes stats: +3 Str Changes resistances: +6% cold / +3% temporal Changes resistances penetration: +6% physical Changes damage: +14% physical Critical mult.: +11.00% Spell save: +25 (+8 eff.) Stamina when hit: +0.64 Light radius: +2 Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 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: +0.5% APR / acc Armour Penetration: +20 Physical 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 (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+0 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 6 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 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: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (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. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to strike a target at up to range 10 for an automatic critical hit as lightning damage, costing 36 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 263.31 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. steady reinforced leather sling of powersteady reinforced leather sling of power Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +9 (+1 eff.) Changes resistances penetration: +13% physical Changes damage: +19% physical Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+6 eff.) It can be used to activate talent Arcane Supremacy (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level. cruel ash starstaff (15-18 power, 3 apr, temporal element)cruel ash starstaff (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Blindcast BlindcastInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +3 Con Changes resistances: +8% cold / +8% fire Mental save: +8 (+2 eff.) Silence immunity: +15% Maximum life: +42.00 Mindpower: +5 (+1 eff.) Light radius: +2 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Toryhir the hardened leather belt Toryhir the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +6% blight Changes resistances penetration: +5% blight / +5% physical Changes damage: +12% arcane / +8% physical Reduced damage from: +29% Summoned Maximum encumbrance: +29 A belt that goes around your waist. |
Velivena the hardened leather belt Velivena the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 mind Changes resistances: +9% light / +8% darkness Changes resistances penetration: +5% physical Changes damage: +13% physical Critical mult.: +6.00% Mental save: +8 (+2 eff.) Life regen: +0.40 Spellpower: +7 (+2 eff.) A belt that goes around your waist. |
Xewen XewenInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +5 Wil / +3 Con Grants telepathy: Demon/Minor Demon/Major Mental save: +16 (+4 eff.) Maximum life: +93.00 Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
hardened leather belt 'Brodydas' hardened leather belt 'Brodydas'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +2 Str / +4 Dex / +4 Cun Changes resistances: +2% physical / +9% cold / +9% fire Changes resistances penetration: +5% physical Changes damage: +3% physical Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life Maximum life: +31.00 Mental crit. chance: +8% A belt that goes around your waist. |
Flashsnake the cashmere cloak (10 def, 0 armour) Flashsnake the cashmere cloak (10 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 (+3 eff.) Defense: +10 (+0 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 fire Changes stats: +4 Wil / +4 Mag Changes resistances: +9% lightning / +3% fire Physical save: +7 (+2 eff.) Maximum life: +66.00 Maximum stamina: +10.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Sootimmortal' (2 def, 7 armour) cashmere cloak 'Sootimmortal' (2 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+0 eff.) Armour: +7 Defense: +2 (+0 eff.) Fatigue: -3% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +6% nature / +15% cold Changes damage: +12% darkness Physical save: +6 (+2 eff.) Mental save: +7 (+1 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+0 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+7 eff.) It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Gunogachak the pair of dwarven-steel boots (0 def, 10 armour) Gunogachak the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +3 Mag / +7 Wil / +3 Cun / +3 Con Physical save: +13 (+4 eff.) Mental save: +16 (+4 eff.) Mana each turn: +0.20 Maximum mana: +31.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +7% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Siludhenne the pair of hardened leather boots (4 def, 3 armour) Siludhenne the pair of hardened leather boots (4 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+0 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: -3% Changes stats: +8 Lck / +5 Dex Changes damage: +12% blight Stealth bonus: +8 Stamina each turn: +0.40 Maximum life: +34.00 Maximum mana: +60.00 Movement speed: +10% A pair of boots made of leather. |
Yarachak the pair of hardened leather boots (0 def, 3 armour) Yarachak the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +1 Dex Changes resistances: +15% darkness / +14% temporal Changes resistances penetration: +13% darkness / +14% temporal Grants telepathy: Dragon Stamina each turn: +0.70 Maximum stamina: +10.00 Light radius: +1 See invisible: +9 Defense after a teleport: +13 Resist all after a teleport: +15% New effects duration reduction after a teleport: +17% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of hardened leather boots (0 def, 8 armour)miner's pair of hardened leather boots (0 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Infravision radius: +2 A pair of boots made of leather. |
pair of hardened leather boots 'Ivosetta' (0 def, 3 armour) pair of hardened leather boots 'Ivosetta' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +3 Fatigue: -3% Changes stats: +1 Str / +5 Dex / +1 Cun / +11 Lck Changes resistances penetration: +7% physical Changes damage: +9% physical Reduces incoming crit damage: 10.00% Stealth bonus: +8 Maximum encumbrance: +25 Physical save: +7 (+2 eff.) A pair of boots made of leather. |
Cystknave (0 def, 2 armour) Cystknave (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 fire Changes resistances: +7% fire / +3% temporal Changes damage: +6% fire Spell save: +20 (+6 eff.) Mental save: +20 (+5 eff.) Teleport immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Delivor the hardened leather gloves (0 def, 8 armour) Delivor the hardened leather gloves (0 def, 8 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+3 eff.) Armour: +8 Damage (Melee): 8 blight / 7 physical Changes stats: +2 Dex Changes resistances: +10% blight / +6% mind Changes damage: +4% blight / +6% physical Stun/Freeze immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinabreba the dwarven-steel gauntlets (0 def, 2 armour) Eilinabreba the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Armour: +2 Changes stats: +4 Dex / +9 Mag / +8 Cun Changes resistances: +6% light / +6% darkness Changes damage: +4% arcane Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 9 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+0 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Furnacegrind the dwarven-steel gauntlets (0 def, 2 armour) Furnacegrind the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +2 Damage (Melee): 6 arcane Damage when hit (Melee): 12 fire Changes stats: +6 Str / +6 Mag / +9 Wil Changes resistances: +5% arcane Changes damage: +3% fire Infravision radius: +1 See invisible: +6 It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Getyregochak the dwarven-steel gauntlets (0 def, 2 armour) Getyregochak the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Str / +3 Dex / +4 Cun Changes resistances penetration: +10% mind Talent cooldown: Double Strike (-1 turn) Physical save: +21 (+7 eff.) Mental save: +14 (+3 eff.) Disarm immunity: +48% Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Stormquill the hardened leather gloves (0 def, 2 armour) Stormquill the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +1 Wil Changes resistances: +12% lightning Life regen: +1.50 Stamina each turn: +0.90 Mana each turn: +0.34 Maximum stamina: +14.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Velyra the hardened leather gloves (0 def, 6 armour) Velyra the hardened leather gloves (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +6 Str / +3 Dex / +3 Wil / +3 Cun / +4 Con Changes resistances: +3% cold / +3% fire / +3% nature / +5% arcane Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +26% Maximum life: +50.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xerana the hardened leather gloves (0 def, 2 armour) Xerana the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +5.0% Armour: +2 Damage (Melee): 7 fire Damage when hit (Melee): 4 temporal Changes stats: +3 Cun Changes resistances: +8% darkness / +7% fire Changes resistances penetration: +15% arcane Changes damage: +6% arcane / +6% fire Critical mult.: +10.00% Spell crit. chance: +9% Mental crit. chance: +10% Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.2 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Cyrath' (0 def, 2 armour) dwarven-steel gauntlets 'Cyrath' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +2 (+0 eff.) Armour: +2 Damage (Melee): 10 mind Changes resistances: +7% mind Changes damage: +7% mind Critical mult.: +8.00% Mana each turn: +0.18 Spellpower: +7 (+2 eff.) Spell crit. chance: +14% Mental crit. chance: +9% Healing mod.: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Treescar' (0 def, 2 armour) dwarven-steel gauntlets 'Treescar' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Damage (Melee): 23 temporal Damage (Ranged): 15 temporal Damage when hit (Melee): 8 nature Changes stats: +3 Cun Changes resistances: +8% darkness / +14% temporal Changes damage: +11% temporal Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.2 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +2 Changes stats: +4 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves (0 def, 2 armour)hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Gunymarion' (0 def, 2 armour) hardened leather gloves 'Gunymarion' (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +9.0% Armour: +2 Damage when hit (Melee): 12 mind Changes stats: +3 Con Changes damage: +12% temporal Critical mult.: +8.00% Physical save: +19 (+6 eff.) Spell save: +4 (+1 eff.) Mental save: +12 (+3 eff.) Disarm immunity: +59% Spell crit. chance: +5% Mental crit. chance: +12% It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Zegarak' (0 def, 6 armour) hardened leather gloves 'Zegarak' (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 13 mind / 17 darkness Changes resistances: +6% blight Mental save: -5 (-1 eff.) Life regen: +1.90 Stamina each turn: +0.90 Maximum life: +43.00 Maximum stamina: +11.00 Mindpower: +5 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindstake the cashmere wizard hat (2 def, 0 armour) Blindstake the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +4 Con / +2 Mag Changes damage: +6% blight / +6% arcane / +6% light Life regen: +3.20 Psi each turn: +0.13 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Light radius: +3 Damage Shield Power: +7% It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Dagador (0 def, 6 armour) Dagador (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +5 Str / +7 Dex / +3 Con Changes resistances: +15% lightning Disarm immunity: +15% Teleport immunity: +15% Infravision radius: +2 A cap made of leather. |
Eluna (0 def, 3 armour) Eluna (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Dex / +2 Mag / +6 Wil Changes resistances: +8% blight / +5% cold Allows you to breathe in: water Reduces incoming crit damage: 10.00% Physical save: +15 (+5 eff.) Mental save: +8 (+2 eff.) See invisible: +3 A cap made of leather. |
Falarogund the hardened leather cap (4 def, 9 armour) Falarogund the hardened leather cap (4 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +9 Defense: +4 (+0 eff.) Fatigue: +3% Changes stats: +4 Str / +3 Dex / +4 Cun Changes resistances: +4% all Critical mult.: +5.00% Physical save: +8 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +30% A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 37.02 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Nightsweep (9 def, 5 armour) Nightsweep (9 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Armour: +5 Defense: +9 (+0 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +9 Dex / +16 Cun / +3 Con Changes resistances: -39% light / +6% darkness Life regen: +7.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pitchhunger (2 def, 0 armour) Pitchhunger (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +18% light / +9% physical / +5% arcane / +10% darkness Changes resistances penetration: +5% darkness Changes damage: +10% physical / +11% darkness / +12% light Mana each turn: +0.90 Mana when hit: +1.20 Maximum mana: +49.00 Maximum hate: +8.00 Spellpower: +7 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Radiancedredge (0 def, 4 armour) Radiancedredge (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to blind Changes stats: +7 Cun / +7 Dex Changes resistances: +8% lightning / +10% temporal / +3% nature / +12% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 29% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 22%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Yvoth the Galestun (0 def, 3 armour) Yvoth the Galestun (0 def, 3 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +8 Str / +3 Dex / +5 Wil / +2 Cun / +3 Con Changes resistances: +10% physical / -25% light / +5% arcane Changes resistances penetration: +10% lightning Changes damage: +3% lightning Physical save: +8 (+2 eff.) Life regen: +4.30 Stamina when hit: +1.60 Equilibrium when hit: +1.50 A cap made of leather. |
cashmere wizard hat 'Gydedir' (2 def, 0 armour) cashmere wizard hat 'Gydedir' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +2 Str / +5 Mag / +5 Wil / +5 Cun Changes resistances penetration: +10% blight Changes damage: +3% blight Critical mult.: +6.00% Mental save: +10 (+2 eff.) Psi each turn: +0.26 Spellpower: +5 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
hardened leather cap 'Lisolravea' (0 def, 3 armour) hardened leather cap 'Lisolravea' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +7 Str / +5 Dex / +10 Wil Changes resistances: +8% blight / +8% physical Reduces incoming crit damage: 10.00% Physical save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Only die when reaching: -20.00 life A cap made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of acid resistance (4 def, 7 armour)spiked reinforced leather armour of acid resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes resistances: +16% acid A suit of armour made of leather. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+0 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
This item will automatically be transmogrified when you leave the level. shocking stralite shield of earthen fury (10 def, 13 armour, 51.5-61.8 power, 148 block)shocking stralite shield of earthen fury (10 def, 13 armour, 51.5-61.8 power, 148 block) Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.5 - 61.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +148 On weapon hit: * 11% chance to daze * deal bonus physical damage equal to your armor When wielded/worn: Armour: +13 Armour Hardiness: +7% Defense: +10 (+0 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 6 lightning Damage when hit (Melee): 15 lightning Changes resistances: +14% physical Talent granted: +4 Block Handheld deflection devices. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1432 alchemist agate 1432 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. |
22 onyx 22 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 lapis lazuli 15 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal 13 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 sapphire 14 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Nuthel the dwarven-steel pickaxe (dig speed 15 turns) Nuthel the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Physical power: +13 (+2 eff.) Changes stats: +5 Str / +9 Dex / +2 Mag Changes resistances: +5% arcane Changes damage: +3% arcane Movement speed: +20% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
14 emerald 14 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise 12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Alilach the alchemist's lamp Alilach the alchemist's lampInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +1 Str / +5 Wil / +4 Con Changes resistances: +10% blight / +9% fire / +6% acid Critical mult.: +13.00% Physical save: +8 (+2 eff.) Life regen: +4.30 Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
Bregedig BregedigInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +6 Changes stats: +2 Con Changes resistances: +7% blight / +2% physical Changes resistances penetration: +8% all Silence immunity: +5% Life regen: +2.60 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Armuleg' alchemist's lamp 'Armuleg'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes stats: +6 Cun / +4 Wil Changes resistances: +6% blight Changes resistances penetration: +8% all Critical mult.: +10.00% Psi when hit: +0.04 Maximum hate: +6.00 Mindpower: +4 (+1 eff.) Light radius: -6 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Eremiran' alchemist's lamp 'Eremiran'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +3 Con Changes resistances: +8% blight / +6% acid Changes resistances penetration: +10% acid Changes damage: +9% arcane Life regen: +1.70 Maximum life: +55.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
9 bloodstone 9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 garnet 12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 ruby 14 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 392.69 fire damage (based on Magic), costing 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Dourwither the pouch of dwarven-steel shots (21/21, 35-42 power, 3 apr) Dourwither the pouch of dwarven-steel shots (21/21, 35-42 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Arcane Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 7% chance to gain 10% of a turn * 10% chance to disease Damage (Ranged): +8 temporal / +5 blight / +12 arcane Burst (radius 2) on crit: +4 arcane Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of stralite shots of accuracy (17/18, 44-52.8 power, 5 apr)barbed pouch of stralite shots of accuracy (17/18, 44-52.8 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 18 On weapon crit: * wounds the target Damage (Ranged): +5 bleed Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Emowen the Lightningwilder [power 109] (12 cooldown)Emowen the Lightningwilder [power 109] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +6% lightning Talents cooldown: Telekinetic Blast (+5 turn) Silence (+10 turn) Talents granted: +4 Telekinetic Blast +5 Silence Mental save: +25 (+6 eff.) Silence immunity: +5% Equilibrium when hit: +0.08 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 109 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Nightfame the dwarven-steel torque of psychoportation [power 46] (28 cooldown) Nightfame the dwarven-steel torque of psychoportation [power 46] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes damage: +6% nature / +12% darkness Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 46), putting all charms on cooldown for 28 turns. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
Offalstreaker the dwarven-steel torque of clear mind [power 4] (13 cooldown) Offalstreaker the dwarven-steel torque of clear mind [power 4] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +1 Mag Changes resistances: +6% nature Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +10% blight Talent granted: +1 Ward Mana each turn: +0.04 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
Xanodawyn the dwarven-steel torque of thermal psionic shield [power 131] (19 cooldown) Xanodawyn the dwarven-steel torque of thermal psionic shield [power 131] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +1% physical Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +2 Telekinetic Blast +3 Silence Blindness immunity: +10% Poison immunity: +5% Teleport immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 131 for 7 turns, putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
Barumnir the ash totem of thorny skin [power 25] (12 cooldown) Barumnir the ash totem of thorny skin [power 25] (12 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +6% light Mental save: +25 (+6 eff.) Pinning immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. When used: 300% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Xeratta [power 2] (6 cooldown) Xeratta [power 2] (6 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Con Maximum stamina: +10.00 Mindpower: +2 (+0 eff.) Healing mod.: +5% It can be used to remove up to 2 poisons or diseases from a target within range 10 (Willpower), putting all charms on cooldown for 6 turns. When used: 300% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments 'Ereliranik' [power 4] (9 cooldown) elven-wood totem of cure ailments 'Ereliranik' [power 4] (9 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +1% physical Maximum wards: +6 acid / +6 nature / +6 light Talent granted: +2 Ward Spell save: +25 (+8 eff.) Only die when reaching: -60.00 life Maximum mana: +80.00 Spell crit. chance: +2% It can be used to remove up to 4 poisons or diseases from a target within range 10 (Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Radianceidol [power 133] (5 cooldown) Radianceidol [power 133] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +5% blight Changes damage: +3% light Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Void Blast +3 Strike Light radius: +3 It can be used to fire a bolt of a random element (dam 66-133), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Voreseth [power 649] (8 cooldown) Voreseth [power 649] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes resistances: +5% arcane Maximum wards: +3 lightning / +3 temporal / +4 blight / +4 fire / +2 cold Talents granted: +1 Ward +4 Volcano It can be used to fire a bolt of a random element (dam 324-649), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Voryrin the yew wand of conjuration [power 343] (8 cooldown) Voryrin the yew wand of conjuration [power 343] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% temporal Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Strike +3 Void Blast Blindness immunity: +15% Disease immunity: +5% Knockback immunity: +20% It can be used to fire a bolt of a random element (dam 171-343), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of clairvoyance 'Poruriada' [power 21] (8 cooldown) elven-wood wand of clairvoyance 'Poruriada' [power 21] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +3 Cun / +2 Wil Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast Mental save: +20 (+5 eff.) Maximum hate: +8.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 21), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of trap destruction 'Mayiyama' [power 77] (15 cooldown) yew wand of trap destruction 'Mayiyama' [power 77] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% temporal Talent granted: +3 Strike Cut immunity: +15% Stun/Freeze immunity: +15% See invisible: +3 It can be used to disarm traps (77 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 quartz 11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 amber 12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zele the Shalore Adventurer level 4
9th Flare 122nd year of Ascendancy at 06:25 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Zele the Shalore Adventurer level 30
50th Haze 122nd year of Ascendancy at 01:32 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Zele the Shalore Adventurer level 30
49th Haze 122nd year of Ascendancy at 04:06 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Zele the Shalore Adventurer level 26
41st Haze 122nd year of Ascendancy at 23:18 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Zele the Shalore Adventurer level 10
29th Dusk 122nd year of Ascendancy at 15:25 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Zele the Shalore Adventurer level 20
11st Haze 122nd year of Ascendancy at 00:28 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Zele the Shalore Adventurer level 30
49th Haze 122nd year of Ascendancy at 02:20 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Zele the Shalore Adventurer level 30
10th Decay 122nd year of Ascendancy at 09:51 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Zele the Shalore Adventurer level 16
2nd Haze 122nd year of Ascendancy at 13:02 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Zele the Shalore Adventurer level 10
39th Dusk 122nd year of Ascendancy at 19:34 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Zele the Shalore Adventurer level 10
38th Dusk 122nd year of Ascendancy at 20:36 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Zele the Shalore Adventurer level 11
41st Dusk 122nd year of Ascendancy at 14:29 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zele the Shalore Adventurer level 21
13rd Haze 122nd year of Ascendancy at 12:21 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zele the Shalore Adventurer level 17
2nd Haze 122nd year of Ascendancy at 18:26 see stats
Log
Ivirelle the orc warrior ignores the wormhole.
Lisiyarin the ritch larva diseases Zele.
Zele rolls to avoid some damage!
Zele is afflicted by a rotting disease!
Lisiyarin the ritch larva hits Zele for (147 to time), 0 physical (0 total damage).
Zele hits Lisiyarin the ritch larva for 7 light, 6 nature (14 total damage).
Xerykira the forest wight casts Curse of Impotence.
Zele is cursed.
Lisiyarin the ritch larva stops burning.
Zubyriada the orc pyromancer casts Flame.
Zele is on fire!
Lisiyarin the ritch larva is on fire!
Yvudhera the blinkwyrm is no longer evading attacks.
Zubyriada the orc pyromancer hits Zele for (17 to time), 0 fire (0 total damage).
Zubyriada the orc pyromancer hits Lisiyarin the ritch larva for 8 fire damage.
Zele moves onto the wormhole.
Yvudhera the blinkwyrm uses Block.
Burning from Zubyriada the orc pyromancer hits Zele for (5 to time), 0 fire (0 total damage).
Rotting Disease from Lisiyarin the ritch larva hits Zele for (13 to time), 0 blight (0 total damage).
Zele receives 70 healing from Temporal Restoration Field.
Xerykira the forest wight uses Call of Amakthel.
Yvudhera the blinkwyrm uses Assault.
Your time shield crumbles under the damage!
The fabric of time around Zele stabilizes to normal.
Yvudhera the blinkwyrm unleashes cosmic retribution at Zele!
Yvudhera the blinkwyrm performs a melee critical strike against Zele!
Your hatred grows even as your life fades! (+35 hate)
Your hatred grows even as your life fades! (+4 hate)
Saving game...
