










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Sun Paladin |
| Level / Exp | 50 / 211% |
| Size | small |
| Lifes / Deaths | Killed by Argoniel at level 50 on the 30th Dusk 123rd year of Ascendancy at 09:01 / 1 |
Primary Stats
| Strength | 77 (base 31) |
| Dexterity | 90 (base 64) |
| Constitution | 98 (base 60) |
| Magic | 88 (base 66) |
| Willpower | 18 (base 13) |
| Cunning | 47 (base 20) |
Resources
| Life | -17/2369 |
| Mana | 314/314 |
| Positive | 148/167 |
| Healing Factor | 1.0387055377319 |
| Regeneration | 20.508761122976 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +120% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 123 |
| Accuracy | 66 |
| Crit Chance | 44% |
| APR | 47 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 66 |
| Crit Chance | 44% |
| APR | 47 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +36% |
| Arcane | +29% |
| Mind | +25% |
| All | +17% |
| Lightning | +29% |
| Light | +75% |
| Temporal | +36% |
| Physical | +49% |
| Fire | +69% |
| Nature | +28% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +35% |
| Temporal | +30% |
| Fire | +15% |
| Physical | +15% |
| Cold | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15.78083134107 (46.274970622797%) |
| Defense | 73 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 66 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 39%( 70%) |
| Cold | -10%( 70%) |
| All | -5%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 5%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Pinning Resistance | 10% |
| Knockback Resistance | 25% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 80% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 540 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 235 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. While Heroism is active, you will only die when reaching -805 life. 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 Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.48 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.40 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Chants | 1.88 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Searing Sight |
| detrimental effect | The target is on fire, taking 54.00 fire damage per turn. Burning |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | Huge cut that bleeds, doing 17.80 physical damage per turn and decreasing all heals received by 62%. Deep Wound |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| beneficial effect | Moving at extreme speed (100% faster). Any action other than movement will cancel it. Wild Speed |
| detrimental effect | The target has been splashed with acid, taking 27.21 acid damage per turn, reducing armour by 38 and attack by 33. Acid Splash |
| detrimental effect | The target is cursed, taking 67.10 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Reduces acid damage received by 21%. Premonition Shield |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+21). Continuum Destabilization |
| detrimental effect | Huge cut that bleeds, doing 21.47 physical damage per turn. Bleeding |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 38 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1754. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | ArigaweInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +1 Cun / +1 Con Changes resistances: +3% acid Physical save: +12 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+3 eff.) Light radius: +3 Movement speed: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm 'Brandfury' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 12 nature / 12 fire Damage when hit (Melee): 8 fire Changes stats: +16 Str / +5 Wil / +5 Cun / +16 Con Changes resistances: +6% nature / +9% fire Changes damage: +12% lightning / +3% fire Physical save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Mindpower: +6 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Blindspire (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 35% chance to blind Damage (Melee): 15 mind / 13 nature Changes stats: +6 Con Changes resistances: +3% temporal / +10% nature / +10% mind Changes resistances penetration: +20% temporal Changes damage: +11% nature / +8% mind / +3% light Physical save: +30 (+8 eff.) Spell save: +7 (+1 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +50% Life regen: +3.20 Stamina each turn: +1.90 Maximum stamina: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Xowe the Gleamwire (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str Changes resistances penetration: +25% light Changes damage: +21% light / +12% arcane Mana each turn: +0.08 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Dimlash the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +14 Physical power: +30 (+7 eff.) Defense: +14 (+4 eff.) Changes stats: +13 Str / +10 Con Changes resistances penetration: +10% darkness Changes damage: +7% all Maximum stamina: +10.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +2% Mindpower: +20 (+6 eff.) Damage Shield penetration: +50% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Shadecutter the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +19% blight / +19% temporal / +3% acid Changes damage: +19% blight / +19% temporal Stealth bonus: +20 Spell save: +20 (+5 eff.) Stun/Freeze immunity: +50% Life regen: +4.80 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +1% Rings can have magical properties. |
| Around neck | enraging voratun amulet of perfection (0.38 Technique / Combat veteran,0.38 Celestial / Chants)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +6% physical Talent masteries: +0.38 Technique / Combat veteran +0.38 Celestial / Chants Combat speed: +10% Amulets can have magical properties. |
| In main hand | Belulathadas the Glarebait (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 temporal / +11 nature / +12 light Burst (radius 2) on crit: +24 ice When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +16 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +8 Str Changes resistances penetration: +8% cold Changes damage: +11% physical Stamina when hit: +1.00 Maximum life: +20.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Sharp, short and deadly. |
| Around waist | blurring hardened leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +10% blight Stealth bonus: +7 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Lelitoyon (38-49.4 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage (Melee): +13 blight / +32 light Damage against: +48% Undead When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +3 Cun / +6 Dex Changes resistances: +9% light Disease immunity: +58% Pinning immunity: +10% Knockback immunity: +25% Sharp, short and deadly. |
| Cloak | Zubikira (2 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical power: +4 (+1 eff.) Armour: +6 Defense: +2 (+1 eff.) Damage (Melee): 12 temporal Changes stats: +4 Con Changes resistances: +15% nature / +13% blight Changes resistances penetration: +10% temporal / +15% physical Changes damage: +15% physical Life regen: +1.80 Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 202.55 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
Primal Infusion (affinity 20%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 20% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
insidious poison infusion of the duelist (50 nature damage, 29% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 29 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 49.89 nature damage per turn for 7 turns, and reducing the target's healing received by 29%. The sudden stream of natural forces also strips you of one random detrimental magical 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. |
insidious poison infusion of the wizard (38 nature damage, 21% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 38.24 nature damage per turn for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
This item will automatically be transmogrified when you leave the level.movement infusion (712% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (633% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 633% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (731% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 731% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (595% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
regeneration infusion of the warrior (heal 721 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: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 721 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. |
regeneration infusion of the wizard (heal 588 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 588 life over 5 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. |
sun infusion of the duelist (rad 8; power 63; turns 5; dispels 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 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 63) for 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. |
wild infusion of the duelist (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 21% for 4 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 wizard (resist 25%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (222.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 256.63 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (235 acid damage; disarm 5 turns with power 61)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 235.30 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 61 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the duelist (183 cold damage; freeze 3 turns with power 62)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 direct a cone of chilling stormwind doing 182.99 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 62 vs. physical save). 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. |
heat beam rune of the duelist (383 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 382.53 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your 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. |
heat beam rune of the wizard (448 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 447.58 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (509 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 169.81 to 509.43 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (229 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 76.17 to 228.51 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1457% regen over 10 turns; 73 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1457% for 10 turns and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 12; power 45; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 4 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 130)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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.vision rune (radius 13; dur 24; see demon) 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: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 20) for 24 turns. Your mind will become more receptive for 24 turns, allowing you to sense any demon around. 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. |
vision rune of the duelist (radius 8; dur 13; see animal)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: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 25) for 13 turns. Your mind will become more receptive for 13 turns, allowing you to sense any animal around. 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. |
vision rune of the wizard (radius 9; dur 15; see humanoid)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: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 22) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any humanoid around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
BlazevagrantInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage (Melee): 28 lightning Changes stats: +5 Con Changes resistances: +15% blight Changes resistances penetration: +15% blight Changes damage: +3% lightning Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Isima the SunnaughtInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Con Changes damage: +6% light Blindness immunity: +10% Cut immunity: +40% Light radius: +1 Infravision radius: +3 Sight radius: +2 See invisible: +7 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 272 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 326 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
TulinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes resistances: +6% mind / +9% arcane Changes resistances penetration: +25% arcane / +20% mind Changes damage: +21% arcane Life regen: +3.00 Amulets can have magical properties. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
mindweaver's stralite amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 8 light / 9 darkness Effects when hit in melee: * 10% chance to blind * 6% chance to inflict 15% damage reduction Changes stats: +3 Wil Changes damage: +5% light / +9% darkness Mental save: +9 (+2 eff.) Confusion immunity: +13% Mindpower: +5 (+1 eff.) Amulets can have magical properties. |
mindweaver's voratun amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +13 Changes stats: +3 Wil Critical mult.: +12.00% Mental save: +10 (+2 eff.) Confusion immunity: +20% Mindpower: +11 (+3 eff.) Amulets can have magical properties. |
protective voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Damage (Melee): 5 light / 5 darkness Effects when hit in melee: * 11% chance to blind * 9% chance to inflict 15% damage reduction Changes resistances cap: +4% all Changes damage: +10% light / +9% darkness Physical save: +16 (+4 eff.) Amulets can have magical properties. |
restful stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 9% chance to blind * 9% chance to inflict 15% damage reduction Changes damage: +5% light / +11% darkness Life regen: +1.60 Amulets can have magical properties. |
serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +9 Lck Blindness immunity: +19% Infravision radius: +4 Sight radius: +2 See invisible: +8 Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
stabilizing stralite amulet of magic (+6)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +19% temporal Pinning immunity: +36% Knockback immunity: +24% Amulets can have magical properties. |
starseer's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes damage: +6% physical / +5% temporal / +6% darkness / +8% light Mana each turn: +0.25 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +26.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
starseer's stralite amulet of mastery (0.25 Celestial / Chants)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Mag Changes damage: +6% physical / +6% temporal / +8% light / +4% darkness Talent mastery: +0.25 Celestial / Chants Spellpower: +4 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
starseer's voratun amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +16 Changes stats: +3 Mag Changes damage: +6% physical / +6% temporal / +6% darkness / +8% light Critical mult.: +15.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 5 light / 8 darkness Effects when hit in melee: * 8% chance to blind * 5% chance to inflict 15% damage reduction Changes damage: +9% light / +8% darkness Amulets can have magical properties. |
wanderer's stralite amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +4 Str / +5 Dex / +7 Cun / +5 Con Life regen: +0.70 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
warrior's voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +10 Changes resistances: +11% physical Critical mult.: +17.00% Stamina each turn: +0.30 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
DuskbloomCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 16 arcane Changes stats: +7 Cun Changes resistances: +12% darkness Changes resistances penetration: +15% darkness Changes damage: +18% darkness / +27% arcane Rings can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Flamesnake the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +10 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Damage (Melee): 16 fire Changes resistances: +6% arcane / +3% lightning Changes resistances penetration: +20% fire It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
TempestransomInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Con Changes resistances: +30% lightning / +2% physical Changes damage: +15% lightning Stamina each turn: +0.60 Maximum stamina: +15.00 Healing mod.: +20% Rings can have magical properties. |
VorawenPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +14 (+4 eff.) Changes stats: +7 Dex / +6 Mag / +16 Cun Changes resistances: +9% cold Cut immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +15% Spellpower: +10 (+3 eff.) Rings can have magical properties. |
ZerylenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +7 Cun Changes resistances: +3% acid / +6% light / +6% blight / +3% cold / +6% mind Changes damage: +9% mind Spell save: +23 (+5 eff.) Talent on hit(nature): Mana Clash (5% chance level 2). Rings can have magical properties. |
conjurer's stralite ring of arcana(+0.19/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil / +5 Mag Silence immunity: +26% Mana each turn: +0.19 Spellpower: +9 (+2 eff.) Rings can have magical properties. |
conjurer's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +10 Defense: +15 (+4 eff.) Changes stats: +6 Wil / +6 Mag Spellpower: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gladiator's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +5 Con Stun/Freeze immunity: +25% Life regen: +1.50 Rings can have magical properties. |
gladiator's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +6 Str / +6 Con Blindness immunity: +28% Infravision radius: +4 See stealth: +8 See invisible: +9 Rings can have magical properties. |
gladiator's voratun ring of lightning (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +28% lightning Changes damage: +14% lightning Rings can have magical properties. |
gladiator's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +7 Str / +6 Con Stun/Freeze immunity: +26% Life regen: +4.80 Rings can have magical properties. |
gold ring 'Dageldil'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +1.0% Changes stats: +2 Dex / +3 Con Changes resistances: +3% physical Physical save: +9 (+2 eff.) Stamina each turn: +1.00 Rings can have magical properties. |
gold ring 'Elurevea'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Wil / +6 Cun / +4 Con / +1 Lck Stun/Freeze immunity: +31% Life regen: +2.20 Rings can have magical properties. |
marksman's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Blindness immunity: +20% Infravision radius: +3 See stealth: +10 See invisible: +9 Rings can have magical properties. |
marksman's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +14 Defense: +11 (+3 eff.) Changes stats: +6 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
mule's gold ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +26% acid Changes damage: +13% acid Maximum encumbrance: +22 Rings can have magical properties. |
mule's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Changes resistances: +14% acid / +12% fire / +14% cold / +16% lightning Maximum encumbrance: +27 Rings can have magical properties. |
painweaver's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +20% acid / +20% fire / +19% cold / +17% lightning Changes damage: +6% all Spellpower: +10 (+3 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. |
pixie's voratun ring of corrosion (+28%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +28% acid Changes damage: +14% acid Spellpower: +6 (+2 eff.) Rings can have magical properties. |
psionicist's gold ring of fire (+28%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances: +28% fire Changes damage: +14% fire Mental save: +14 (+3 eff.) Rings can have magical properties. |
psionicist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +1 Cun / +4 Wil Mental save: +8 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
psionicist's gold ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +11% mind Changes damage: +11% mind Mental save: +10 (+2 eff.) Rings can have magical properties. |
psionicist's stralite ring of the mind (+13%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +13% mind Changes damage: +13% mind Mental save: +10 (+2 eff.) Rings can have magical properties. |
psionicist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances: +12% acid / +22% fire / +21% cold / +23% lightning Mental save: +12 (+3 eff.) Rings can have magical properties. |
sneakthief's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +13 (+3 eff.) Changes stats: +9 Cun / +6 Dex Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings can have magical properties. |
solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes stats: +5 Cun / +6 Wil Mindpower: +5 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
solipsist's stralite ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +8 (+2 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
stralite ring 'Charoblivion'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +2 Changes stats: +6 Wil / +7 Mag Changes resistances penetration: +5% physical Changes damage: +9% fire Critical mult.: +12.00% Disarm immunity: +41% Pinning immunity: +35% Stun/Freeze immunity: +35% Knockback immunity: +40% Life regen: +4.00 Maximum life: +44.00 Spellpower: +12 (+3 eff.) Rings can have magical properties. |
stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +20% acid / +16% fire / +14% cold / +20% lightning Rings can have magical properties. |
voratun ring 'Lightningfury'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 20% chance to disease Damage (Melee): 16 blight / 12 acid Changes stats: +10 Str / +10 Con Changes resistances penetration: +25% lightning / +25% acid / +25% blight Rings can have magical properties. |
voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +9 (+2 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
warrior's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +14 Defense: +7 (+2 eff.) Changes stats: +7 Str Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
wizard's gold ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +30% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Islinne the Flashstreak (55.5-83.25 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 45% chance to blind Damage (Melee): +83 insidious poison Burst (radius 1) on hit: +12 nature / +8 lightning Burst (radius 2) on crit: +16 light When wielded/worn: Effects on melee hit: * 33% chance to blind Damage when hit (Melee): 8 light Changes resistances: +6% nature Changes resistances penetration: +10% lightning Light radius: +2 Massive two-handed battleaxes. |
Chamalin the Noonsweep (51.5-66.95 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 51.5 - 67.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 light / 8 temporal Damage when hit (Melee): 8 light Changes resistances: +12% temporal Changes resistances penetration: +5% light Changes damage: +18% darkness Stealth bonus: +20 Sharp, short and deadly. |
Gunyregrim the voratun dagger (47.5-61.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 47.5 - 61.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% When this weapon hits: Bone Grab (5% chance level 1). On weapon hit: * 40% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning / +4 temporal / +4 blight When wielded/worn: Accuracy: +7 (+1 eff.) Damage (Melee): 4 temporal Changes stats: +1 Dex Changes resistances: +6% blight Changes damage: +9% blight Sharp, short and deadly. |
Sepsiswrither the stralite dagger (26-33.8 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 8% chance to inflict 15% damage reduction * 11% chance to cause random gloom * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +11 mind When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +3 Cun / +1 Wil Changes resistances: +3% blight Changes resistances penetration: +15% blight Changes damage: +9% blight / +6% nature Sharp, short and deadly. |
Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun mace of crippling (43.5-60.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +13% physical Disarm immunity: +33% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blighted dragonbone starstaff of invocation (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 13% chance to disease Changes damage: +30% light Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +26.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 63.80 to 76.57 light damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.acidic orichalcum trident (52-83.2 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +21 acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.arcing orichalcum trident of evisceration (53-84.8 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Melee): +27 lightning When wielded/worn: Physical crit. chance: +16.0% Physical power: +17 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.arcing orichalcum trident of the mystic (54-86.4 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +23 lightning When wielded/worn: Changes stats: +7 Wil / +10 Mag Spellpower: +19 (+5 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.balanced orichalcum trident of projection (54.5-87.2 power, 16 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +20 (+5 eff.) Disarm immunity: +70% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.chilling orichalcum trident of paradox (55-88 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +23 temporal / +38 cold When wielded/worn: Damage when hit (Melee): 23 temporal Changes resistances: +28% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.elemental orichalcum trident of massacre (63-100.8 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +21% acid / +24% fire / +21% cold / +17% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.insidious orichalcum trident (50.5-80.8 power, 16 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +68 insidious poison A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.orichalcum trident (52-83.2 power, 16 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.quick orichalcum trident of evisceration (53-84.8 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +14.0% Physical power: +17 (+4 eff.) Changes stats: +7 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.quick orichalcum trident of shearing (53.5-85.6 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Changes stats: +9 Dex Changes resistances penetration: +17% physical Changes damage: +19% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.quick orichalcum trident of vileness (53.5-85.6 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 111% On weapon hit: * 20% chance to disease Damage (Melee): +41 blight When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +7 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Aruriana (13 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +10 Defense: +13 (+3 eff.) Ranged Defense: +10 (+3 eff.) Changes stats: +3 Dex / +6 Mag / +6 Wil Changes resistances: +9% acid / +9% fire / +32% cold / +10% lightning Changes resistances penetration: +20% arcane Spell save: +9 (+2 eff.) Mana each turn: +0.08 Maximum vim: +30.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +24 (+6 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +3 Wil Mental save: +6 (+1 eff.) Maximum life: +101.00 Maximum stamina: +27.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.insulating pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +12% cold / +13% fire Stamina each turn: +1.30 Maximum stamina: +11.00 A pair of boots made of leather. |
pair of hardened leather boots 'Sootvenom' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: -3% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +6 Str / +3 Dex / +2 Con Maximum encumbrance: +29 Physical save: +7 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.stealthy pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +9 Lck / +7 Dex Stealth bonus: +12 A pair of boots made of leather. |
hardened leather gloves 'Voriyathra' (0 def, 2 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +2 Damage (Melee): 14 acid / 5 cold / 5 fire / 8 mind / 5 lightning Changes stats: +3 Dex / +4 Mag / +4 Wil Changes resistances: +7% acid Changes damage: +8% acid Maximum psi: +30.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of dispersion (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Damage (Melee): 10 arcane Changes stats: +7 Wil / +5 Mag Changes resistances: +9% arcane Mental save: +10 (+2 eff.) Maximum life: +63.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather cap 'Lisetta' (7 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +7 (+2 eff.) Fatigue: -1% Damage when hit (Melee): 12 blight Changes stats: +9 Str / +25 Dex / +4 Con Changes resistances: +7% all Physical save: +15 (+4 eff.) Mental save: +6 (+1 eff.) Spell crit. chance: +2% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.thaloren drakeskin leather cap of might (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +6 Wil / +4 Con Changes resistances: +11% blight Mental save: +12 (+3 eff.) A cap made of leather. |
nimble drakeskin leather armour of Eyal (11 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +3 Dex Life regen: +2.80 Maximum life: +79.00 Movement speed: +20% Healing mod.: +13% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.elemental quiver of dragonbone arrows of amnesia (20/20, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Loriravor the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Changes resistances penetration: +10% acid / +20% physical Critical mult.: +6.00% Life regen: +0.80 Maximum life: +47.00 Maximum stamina: +10.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 134.26 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (2/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 600.58 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 53/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Hathyruirak the steel torque of psychoportation [power 28] (10/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage (Melee): 16 mind Damage when hit (Melee): 12 mind Changes stats: +5 Cun Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental save: +20 (+5 eff.) Hate when firing a critical mind attack: +1.00 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Neryrin [power 289] (10/6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to disease Changes resistances penetration: +10% physical Changes damage: +6% physical Healing mod.: +5% It can be used to fire a blast of psionic energies in a range 6 beam dealing 143.71 to 287.41 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
Choyaruidar the ash totem of cure ailments [power 2] (10/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +5% mind Changes damage: +6% mind / +2% all Grants telepathy: Humanoid/Orc Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws Reduces incoming crit damage: 15.00% Movement speed: +10% It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
warded dragonbone wand of conjuration [power 415] (10/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 lightning / +2 temporal / +3 blight / +3 fire / +3 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 208 to 415, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Edti the Halfling Sun Paladin level 28
59th Haze 122nd year of Ascendancy at 04:24 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Edti the Halfling Sun Paladin level 21
32nd Haze 122nd year of Ascendancy at 01:42 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Edti the Halfling Sun Paladin level 27
55th Haze 122nd year of Ascendancy at 05:30 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Edti the Halfling Sun Paladin level 32
10th Allure 123rd year of Ascendancy at 04:29 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Edti the Halfling Sun Paladin level 35
47th Regrowth 123rd year of Ascendancy at 02:42 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Edti the Halfling Sun Paladin level 31
7th Allure 123rd year of Ascendancy at 08:14 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Edti the Halfling Sun Paladin level 49
19th Dusk 123rd year of Ascendancy at 05:20 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Edti the Halfling Sun Paladin level 43
54th Pyre 123rd year of Ascendancy at 21:12 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Edti the Halfling Sun Paladin level 12
8th Dusk 122nd year of Ascendancy at 19:10 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Edti the Halfling Sun Paladin level 40
22nd Pyre 123rd year of Ascendancy at 15:13 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Edti the Halfling Sun Paladin level 30
4th Allure 123rd year of Ascendancy at 06:08 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Edti the Halfling Sun Paladin level 17
12nd Haze 122nd year of Ascendancy at 10:45 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Edti the Halfling Sun Paladin level 16
76th Dusk 122nd year of Ascendancy at 17:46 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Edti the Halfling Sun Paladin level 21
38th Haze 122nd year of Ascendancy at 07:13 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Edti the Halfling Sun Paladin level 35
52nd Regrowth 123rd year of Ascendancy at 04:32 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Edti the Halfling Sun Paladin level 49
18th Dusk 123rd year of Ascendancy at 10:35 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Edti the Halfling Sun Paladin level 27
54th Haze 122nd year of Ascendancy at 23:45 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Edti the Halfling Sun Paladin level 21
32nd Haze 122nd year of Ascendancy at 02:03 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By Edti the Halfling Sun Paladin level 44
58th Pyre 123rd year of Ascendancy at 08:21 see stats
Level 10 (Roguelike)
Got a character to level 10.By Edti the Halfling Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 19:33 see stats
Level 20 (Roguelike)
Got a character to level 20.By Edti the Halfling Sun Paladin level 20
22nd Haze 122nd year of Ascendancy at 21:20 see stats
Level 30 (Roguelike)
Got a character to level 30.By Edti the Halfling Sun Paladin level 30
2nd Allure 123rd year of Ascendancy at 19:35 see stats
Level 40 (Roguelike)
Got a character to level 40.By Edti the Halfling Sun Paladin level 40
19th Pyre 123rd year of Ascendancy at 09:04 see stats
Level 50 (Roguelike)
Got a character to level 50.By Edti the Halfling Sun Paladin level 50
21st Dusk 123rd year of Ascendancy at 11:38 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Edti the Halfling Sun Paladin level 48
9th Flare 123rd year of Ascendancy at 15:58 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Edti the Halfling Sun Paladin level 43
42nd Pyre 123rd year of Ascendancy at 07:13 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Edti the Halfling Sun Paladin level 13
21st Dusk 122nd year of Ascendancy at 06:20 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Edti the Halfling Sun Paladin level 28
57th Haze 122nd year of Ascendancy at 19:43 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Edti the Halfling Sun Paladin level 37
66th Regrowth 123rd year of Ascendancy at 14:44 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Edti the Halfling Sun Paladin level 41
24th Pyre 123rd year of Ascendancy at 14:33 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Edti the Halfling Sun Paladin level 30
4th Allure 123rd year of Ascendancy at 10:06 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Edti the Halfling Sun Paladin level 10
5th Flare 122nd year of Ascendancy at 07:00 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Edti the Halfling Sun Paladin level 21
32nd Haze 122nd year of Ascendancy at 01:42 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Edti the Halfling Sun Paladin level 39
1st Pyre 123rd year of Ascendancy at 05:40 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Edti the Halfling Sun Paladin level 13
58th Dusk 122nd year of Ascendancy at 21:45 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Edti the Halfling Sun Paladin level 33
32nd Regrowth 123rd year of Ascendancy at 04:32 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Edti the Halfling Sun Paladin level 39
1st Time of Balance 123rd year of Ascendancy at 15:56 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Edti the Halfling Sun Paladin level 24
50th Haze 122nd year of Ascendancy at 20:15 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Edti the Halfling Sun Paladin level 16
76th Dusk 122nd year of Ascendancy at 18:06 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Edti the Halfling Sun Paladin level 26
54th Haze 122nd year of Ascendancy at 00:36 see stats
Log
Edti hits Umber hulk for 14 light damage.
Edti hits Elandar for 12 light damage.
Edti hits Xorn for 46 light damage.
Edti hits Argoniel for 4 physical, 1 acid, 10 darkness, 28 light (43 total damage).
Burning from Elandar hits Edti for 76 fire damage.
Curse of Death from Argoniel hits Edti for 75 darkness damage.
Deep Wound from Argoniel hits Edti for 20 physical damage.
Acid Splash from Argoniel hits Edti for 24 acid damage.
Elandar casts Freeze.
Edti resists!
Elandar hits Edti for 519 cold damage.
Elandar casts Strike.
Elandar's spell attains critical power!
Edti deflects the projectile from Elandar to the southwest!
Edti evades Xorn.
Argoniel casts Bone Grab.
Argoniel's spell attains critical power!
Edti starts to bleed.
Edti is pinned to the ground.
Edti evades Argoniel.
Edti evades Argoniel.
Argoniel damages herself through Martyrdom!
Edti hits Argoniel for 50 physical damage.
Argoniel hits Edti for 241 physical damage.
Argoniel receives 93 healing.
Edti is moving at extreme speed!
Elandar rearms.
Edti shrugs off the critical damage!
Saving game...












































































































