Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 50 / 734% |
| Size | big |
| Lifes / Deaths | Killed by Xeramina the orc master wyrmic at level 50 on the 44th Dusk 125th year of Ascendancy at 22:53 / 1 |
Primary Stats
| Strength | 136.5 (base 50) |
| Dexterity | 110.5 (base 55) |
| Constitution | 34 (base 10) |
| Magic | 20 (base 12) |
| Willpower | 85.5 (base 35) |
| Cunning | 71 (base 35) |
Resources
| Life | -1169/964 |
| Mana | 439/652 |
| Stamina | 132/386 |
| Paradox | 175 |
| Healing Factor | 1 |
| Regeneration | 3.55 |
Speed
| Mental | -9.7699626167014E-13% |
| Attack | 0% |
| Movement | +53.7000578526% |
| Spell | 0% |
| Global | +162.76552504843% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 13.767905066326 |
| See Invisible | 38.767905066326 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 269 |
| Accuracy | 103 |
| Crit Chance | 76% |
| APR | 84 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51.083333333333 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Physical | +33% |
| Acid | +5% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +12% |
| Temporal | +12% |
| Physical | +35% |
| Acid | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 60.387581791499 |
| Ranged Defense | 60.387581791499 |
| Fatigue | 0 |
| Physical Save | 48.558333333333 |
| Spell Save | 6.925 |
| Mental Save | 44.925 |
Defense: Resistances
| Blight | + 35%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 40%( 70%) |
| All | + 31%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 48%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Disarm Resistance | 15% |
| Bleed Resistance | 10% |
| Confusion Resistance | 10% |
| Stun Resistance | 100% |
| Poison Resistance | 0% |
| Pinning Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1402% 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1386% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 760 damage for 8 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 10 turns. Also while Heroism is active, you will only die when reaching -1107 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual weapons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Chronomancy | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Strength of Purpose |
| talent | Premonition |
| talent | Weapon Folding |
| beneficial effect | Increases your three highest stats by 24. Heroism |
| beneficial effect | You swaped an item without taking time this turn. Swift Hands |
| beneficial effect | The target is out of phase with reality, increasing defense by 32, resist all by 16%, and the duration of all timed effects by 62%. Out of Phase |
| detrimental effect | Damage received in the past is returned as 1286.36 temporal damage per turn. Smeared |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
| detrimental effect | The target is on fire, taking 36.80 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is regaining 6 stamina per turn and refreshing talents at twice the normal rate. Invigorate |
| beneficial effect | The target's combat attack is improved by 119. Attack |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Reduces cold damage received by 14%. Premonition Shield |
| beneficial effect | Increases global action speed by 63%. Speed |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | The target's awareness is fully in the present, increasing stealth detection, see invisibility, defense, and accuracy by 14. Prescience |
| beneficial effect | The target has 35% chance to evade melee attacks and gains 18 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by large brown snake. Escort: lone alchemist (level 1 of Old Forest) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Daikara) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You abandoned repented thief to death. Escort: repented thief (level 3 of Dreadfell) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 882. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of greater demon bile. * You've found the needed vampire lord fang. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed vial of fire wyrm saliva. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ritch stinger. * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gemina (4 def, 5 armour) =massive temp 12 disarm 15= Gemina (4 def, 5 armour) =massive temp 12 disarm 15=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +4 Fatigue: +5% Changes stats: +10 Str / +10 Con Changes resistances: +12% temporal Changes resistances penetration: +5% acid Changes damage: +9% physical / +3% acid Cut immunity: +10% Disarm immunity: +15% Resist all after a teleport: +6% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Quiver | Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Str, 70% Dex Damage type: Temporal darkness Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Quantum Spike (10% chance level 1). When this weapon hits: Temporal Clone (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
| Light source | brass lantern 'Umbrablood' =all pen 7 arp 7= brass lantern 'Umbrablood' =all pen 7 arp 7=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Damage when the wearer hits(melee): 4 darkness / 4 temporal Damage when the wearer is hit: 4 temporal Changes resistances: +6% temporal Changes resistances penetration: +5% temporal / +5% darkness / +7% all Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cashmere wizard hat 'Starjustice' (2 def, 0 armour) =phys pen 15= cashmere wizard hat 'Starjustice' (2 def, 0 armour) =phys pen 15=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +2 Changes stats: +6 Cun / +6 Wil Changes resistances: +1% physical / +6% darkness / +3% light Changes resistances penetration: +15% physical Maximum life: +10.00 Mindpower: +5 Light radius: +1 A pointy cloth hat, very wizardly... |
| Tool | warded elven-wood wand of trap destruction [power 88] (12 cooldown) =ward= warded elven-wood wand of trap destruction [power 88] (12 cooldown) =ward=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +5 fire / +5 cold / +5 lightning / +5 blight / +5 temporal Talent granted: +1 Ward It can be used to try to disarm traps in a line (disarm power 88), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Archery prowess +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Grappling +0.30 Technique / Combat veteran +0.30 Technique / Archery excellence +0.30 Technique / Shield offense +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Dual techniques +0.30 Technique / Unarmed training +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| Around waist | ravager's drakeskin leather belt of valiance =primary belt= ravager's drakeskin leather belt of valiance =primary belt=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +13% physical Changes damage: +22% physical Mental save: +12 Maximum life: +74.00 A belt that goes around your waist. |
| In main hand | Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon hits: 10% chance to send the wielder into a killing frenzy When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Con Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons See invisible: +25 It can be used to activate talent Unstoppable (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: You enter a battle frenzy for 3 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1. At the end of the frenzy, you regain 4% of your health per foe slain during the frenzy. A blood-etched greatsword, it has seen many foes. From the inside. |
| On hands | voratun gauntlets 'Oakdeath' (0 def, 3 armour) =warmaking= voratun gauntlets 'Oakdeath' (0 def, 3 armour) =warmaking=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 Armour penetration: +8 Physical crit. chance: +15.0% Armour: +3 Changes stats: +8 Cun / +4 Dex Changes resistances: +6% nature / +14% darkness / +6% temporal Changes damage: +3% nature Critical mult.: +26.00% Spell crit. chance: +15% Mental crit. chance: +19% Infravision radius: +4 When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +23 Physical crit. chance: +33.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage when this weapon hits: +17 darkness Burst (radius 2) on crit: +8 temporal It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Morningmarrow the elven-silk cloak (3 def, 0 armour) =primary cloak= Morningmarrow the elven-silk cloak (3 def, 0 armour) =primary cloak=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Defense: +3 Changes stats: +7 Str / +11 Dex / +5 Wil / +13 Cun / +6 Con Damage when the wearer is hit: 4 light Grants telepathy: Humanoid/Orc Talent mastery: +0.40 Technique / Combat training Spell save: -30 Stamina each turn: +1.50 Mana each turn: -0.60 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Betivea =warmaking murder restful= Betivea =warmaking murder restful=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Fatigue: -10% Changes stats: +10 Str / +8 Dex / +10 Wil Changes resistances: +6% fire / +12% lightning / +21% nature / +6% blight Critical mult.: +20.00% Life regen: +3.30 Defense after a teleport: +10 Amulets can have magical properties. |
Inventory
heroism infusion of the warrior (+26 for 11 turns, die at -1033) heroism infusion of the warrior (+26 for 11 turns, die at -1033)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 11 turns. Also while Heroism is active, you will only die when reaching -1033 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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. |
insidious poison infusion of the sneak (63 nature damage, 62% healing reduction) insidious poison infusion of the sneak (63 nature damage, 62% 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: 6.0 Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 63.30 nature damage per turns for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1153% speed; 6 turns) movement infusion of the sneak (1153% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1153% 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 Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 673 over 5 turns) regeneration infusion of the duelist (heal 673 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 673 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 10; power 187; turns 5; dispells darkness) sun infusion of the warrior (rad 10; power 187; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 93). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 187) for 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. |
wild infusion (resist 27%; cure magical, physical) wild infusion (resist 27%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 27% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 14%; cure magical, mental) wild infusion (resist 14%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 14% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 28%; cure mental, physical) wild infusion (resist 28%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 28% for 7 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (492.00 temporal damage, removed from time 4 turns) Rune of the Rift (492.00 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: 4.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 501.84 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (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 sneak (274 acid damage; power 28; dur 3) acid wave rune of the sneak (274 acid damage; power 28; dur 3)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: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 5, doing 273.84 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 28 for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 9) controlled phase door rune of the wizard (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 9. 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. |
frozen spear rune of the sneak (445 cold damage) frozen spear rune of the sneak (445 cold 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: 7.0 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 444.52 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (357 fire damage) heat beam rune of the sneak (357 fire 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: 8.0 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 356.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your 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. |
invisibility rune of the psychic (power 19 for 10 turns) invisibility rune of the psychic (power 19 for 10 turns)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: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 19) for 10 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (277 lightning damage) lightning rune (277 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: 9.0 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 92.48 to 277.44 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) 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 (388 lightning damage) lightning rune (388 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: 9.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 129.20 to 387.60 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) 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 psychic (224 lightning damage) lightning rune of the psychic (224 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: 7.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 74.77 to 224.30 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 Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1942% regen over 10 turns; 97 instant mana) manasurge rune of the warrior (1942% regen over 10 turns; 97 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: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1942% over 10 turns and instantly restoring 97 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 20; power 62; dur 5) phase door rune of the duelist (range 20; power 62; dur 5)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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 62%, your defense is increased by 62 and all your resistances by 62%. 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 psychic (range 20; power 53; dur 8) phase door rune of the psychic (range 20; power 53; dur 8)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 53%, your defense is increased by 53 and all your resistances by 53%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 794 for 4 turns) shielding rune of the duelist (absorb 794 for 4 turns)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: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 794 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 218) teleportation rune of the warrior (range 218)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: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 218 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 188) teleportation rune of the warrior (range 188)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 188 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 17; dur 24; see undead) vision rune of the titan (radius 17; dur 24; see undead)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: 32 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 26) for 24 turns. Your mind will become more receptive for 24 turns, allowing you to sense any undead around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Barydur the stralite amulet =tele orc confuse 44= Barydur the stralite amulet =tele orc confuse 44=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Cun Damage when the wearer hits(melee): 2 acid Changes resistances: +26% mind Changes resistances penetration: +10% acid Changes damage: +3% mind Grants telepathy: Humanoid/Orc Confusion immunity: +44% Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 32 power out of 40/40) : Effective talent level: 2.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 265 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in the Age of Dusk, in an attempt to enhance their connection with Nature. |
Khelyroddarand the Sparktooth =temp pen 10= Khelyroddarand the Sparktooth =temp pen 10=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% temporal Changes resistances penetration: +5% lightning / +10% temporal Changes damage: +3% lightning Amulets can have magical properties. |
Malidin the stralite amulet =stun 42 phys pen 10= Malidin the stralite amulet =stun 42 phys pen 10=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Physical power: +6 Changes stats: +1 Con Changes resistances: +26% lightning Changes resistances penetration: +10% physical Stun/Freeze immunity: +42% Stamina each turn: +0.80 Healing mod.: +5% Amulets can have magical properties. |
Vox 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 Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Xerythra =disarm 15 spd cntrl 0.19= Xerythra =disarm 15 spd cntrl 0.19=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% nature / +9% temporal / +6% acid Talent mastery: +0.19 Chronomancy / Speed Control Blindness immunity: +5% Disarm immunity: +15% Amulets can have magical properties. |
clarifying steel amulet of mastery (0.16 Chronomancy / Temporal Combat) clarifying steel amulet of mastery (0.16 Chronomancy / Temporal Combat)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Talent mastery: +0.16 Chronomancy / Temporal Combat Confusion immunity: +20% Amulets can have magical properties. |
cleansing voratun amulet of willpower (+7) =poison 50= cleansing voratun amulet of willpower (+7) =poison 50=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes resistances: +19% nature / +26% blight Poison immunity: +50% Disease immunity: +35% Amulets can have magical properties. |
enraging gold amulet of magic (+5) enraging gold amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +5 Mag Changes damage: +8% physical Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Aerolratha' =time travel 0.27= gold amulet 'Aerolratha' =time travel 0.27=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +6 Changes resistances: +3% fire / +6% cold / +9% acid Talent mastery: +0.27 Chronomancy / Time Travel Physical save: +3 Mental save: +9 Confusion immunity: +5% Amulets can have magical properties. |
grounding gold amulet of mastery (0.27 Technique / Archery - bows) grounding gold amulet of mastery (0.27 Technique / Archery - bows)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% lightning Talent mastery: +0.27 Technique / Archery - bows Stun/Freeze immunity: +23% Amulets can have magical properties. |
restful stralite amulet of magic (+7) restful stralite amulet of magic (+7)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +7 Mag Life regen: +2.90 Amulets can have magical properties. |
savior's stralite amulet =men save 20= savior's stralite amulet =men save 20=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +15 Spell save: +22 Mental save: +20 Amulets can have magical properties. |
serendipitous stralite amulet of the fish =acc 16= serendipitous stralite amulet of the fish =acc 16=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 Defense: +17 Changes stats: +16 Lck Changes resistances: +18% cold Allows you to breathe in: water Amulets can have magical properties. |
serendipitous voratun amulet of mastery (0.40 Chronomancy / Speed Control) serendipitous voratun amulet of mastery (0.40 Chronomancy / Speed Control)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 Defense: +20 Changes stats: +17 Lck Talent mastery: +0.40 Chronomancy / Speed Control Amulets can have magical properties. |
stabilizing steel amulet of constitution (+4) =tem res 15= stabilizing steel amulet of constitution (+4) =tem res 15=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +15% temporal Pinning immunity: +20% Knockback immunity: +24% Amulets can have magical properties. |
starlit steel amulet of dexterity (+2) =light res 12= starlit steel amulet of dexterity (+2) =light res 12=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% darkness / +12% light Blindness immunity: +20% Amulets can have magical properties. |
stralite amulet 'Blazewing' =tele demon sight armor= stralite amulet 'Blazewing' =tele demon sight armor=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +14 Defense: +21 Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 4 mind Changes resistances cap: +12% all Changes damage: +6% lightning Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Physical save: +42 Blindness immunity: +29% Psi when firing a critical mind attack: +1.00 Infravision radius: +9 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
stralite amulet of cunning (+7) stralite amulet of cunning (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Cun Amulets can have magical properties. |
voratun amulet 'Arytira' =life 70 light 2= voratun amulet 'Arytira' =life 70 light 2=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Dex / +1 Cun / +5 Con Changes resistances: +6% temporal Physical save: +13 Life regen: +2.50 Maximum life: +70.00 Light radius: +2 Amulets can have magical properties. |
voratun amulet of the eclipse voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 15 darkness / 15 light Damage when the wearer is hit: 15 darkness / 15 light Changes damage: +14% darkness / +14% light Amulets can have magical properties. |
wanderer's voratun amulet of constitution (+10) =stam reg 1.5= wanderer's voratun amulet of constitution (+10) =stam reg 1.5=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +18 Con Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
warmaker's gold amulet of dexterity (+7) =dex 15= warmaker's gold amulet of dexterity (+7) =dex 15=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +15 Dex / +8 Wil Amulets can have magical properties. |
warrior's voratun amulet of strength (+10) =phys res 14= warrior's voratun amulet of strength (+10) =phys res 14=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str Changes resistances: +14% physical Stamina each turn: +0.90 Amulets can have magical properties. |
Ashtrencher =disarm 44 blight res 12= Ashtrencher =disarm 44 blight res 12=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 6 blight / 2 fire Damage when the wearer is hit: 4 fire Changes resistances: +12% blight Changes damage: +3% blight Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 Rings can have magical properties. |
Blastlore =gladiator= Blastlore =gladiator=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 Changes stats: +9 Str / +9 Con Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 8 lightning / 8 blight Changes resistances penetration: +5% lightning / +15% blight Changes damage: +3% blight Rings can have magical properties. |
Brandcutter the voratun ring =acc 17 arp 18 stam reg 1= Brandcutter the voratun ring =acc 17 arp 18 stam reg 1=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +18 Physical power: +4 Defense: +17 Changes stats: +2 Dex / +3 Con Changes damage: +6% fire Stamina each turn: +1.00 It can be used to activate talent Disengage, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Ereludur the Ebonyblast =stun 44 blight res 12= Ereludur the Ebonyblast =stun 44 blight res 12=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% acid / +3% nature / +12% blight Changes resistances penetration: +10% darkness Changes damage: +15% darkness Spell save: +9 Stun/Freeze immunity: +44% Life regen: +4.00 Rings can have magical properties. |
Galerupture =damage on hit= Galerupture =damage on hit=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun Damage when the wearer hits(melee): 29 bleed / 6 lightning / 16 gloom Damage when the wearer is hit: 12 lightning Changes resistances: +12% lightning Changes damage: +12% light Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 32 power out of 50/50) : Effective talent level: 2.0 Power cost: 32 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 31 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Radhagadunadan the gold ring =light res power= Radhagadunadan the gold ring =light res power=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 Changes resistances: +5% arcane / +3% cold / +9% blight / +6% darkness / +12% light Spell save: +9 Spellpower: +11 Mindpower: +9 Rings can have magical properties. |
Sepsisminister =power 18 all dmg 8= Sepsisminister =power 18 all dmg 8=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 Changes resistances: +9% nature Changes damage: +8% all Critical mult.: +10.00% Equilibrium when hit: +0.08 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Spellpower: +17 Mindpower: +15 Mental crit. chance: +1% Life regen bonus (wilder-summons): +1.00 Rings can have magical properties. |
Singetickler the gold ring =nature resist 32= Singetickler the gold ring =nature resist 32=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 fire Damage when the wearer is hit: 4 fire / 12 temporal Changes resistances: +32% nature / +3% fire Changes resistances penetration: +5% temporal Changes damage: +16% nature Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 48 power out of 60/60. This azure ring seems to be always moist to the touch. |
Woesteel the gold ring =sneakthief temp res 6= Woesteel the gold ring =sneakthief temp res 6=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 Armour: +4 Ranged Defense: +6 Changes stats: +7 Cun / +8 Dex Damage when the wearer is hit: 12 darkness Changes resistances: +6% temporal / +3% lightning / +6% fire Blindness immunity: +15% Rings can have magical properties. |
gold ring 'Blindknave' =stun 33 light 1= gold ring 'Blindknave' =stun 33 light 1=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 mind Changes resistances penetration: +5% mind Changes damage: +3% mind / +15% light Stun/Freeze immunity: +33% Life regen: +2.60 Light radius: +1 Rings can have magical properties. |
gold ring 'Olyrain' =will 7 poison/conf/blind= gold ring 'Olyrain' =will 7 poison/conf/blind=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Defense: +2 Changes stats: +7 Wil Changes resistances: +6% darkness Mental save: +14 Blindness immunity: +15% Poison immunity: +10% Confusion immunity: +15% Rings can have magical properties. |
marksman's stralite ring of fire (+36%) =acc 18 dex 9= marksman's stralite ring of fire (+36%) =acc 18 dex 9=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 Changes stats: +9 Dex Changes resistances: +36% fire Changes damage: +18% fire Rings can have magical properties. |
mule's voratun ring mule's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Maximum encumbrance: +36 Rings can have magical properties. |
rogue's voratun ring of lightning (+28%) rogue's voratun ring of lightning (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 Changes stats: +6 Cun Changes resistances: +28% lightning Changes damage: +14% lightning Rings can have magical properties. |
savior's stralite ring of frost (+36%) savior's stralite ring of frost (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% cold Changes damage: +18% cold Physical save: +15 Spell save: +16 Mental save: +16 Rings can have magical properties. |
solipsist's voratun ring of blinding strikes solipsist's voratun ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Damage when the wearer hits(melee): 15 physical / 15 blinding / 15 lightning Damage when the wearer is hit: 12 physical / 15 blinding / 15 lightning Mindpower: +13 Rings can have magical properties. |
stralite ring 'Xydath' =gladiator= stralite ring 'Xydath' =gladiator=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 Changes stats: +9 Str / +8 Con Changes resistances: +6% fire / +9% cold / +3% lightning Resist all after a teleport: +6% Rings can have magical properties. |
stralite ring of clarity =confuse 37= stralite ring of clarity =confuse 37=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Mental save: +10 Confusion immunity: +37% Rings can have magical properties. |
titan's gold ring of clarity =confuse 32= titan's gold ring of clarity =confuse 32=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 Mental save: +10 Confusion immunity: +32% Rings can have magical properties. |
treant's gold ring of warding treant's gold ring of wardingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +19% fire / +21% cold / +21% lightning / +22% acid / +7% nature Physical save: +15 Poison immunity: +18% Disease immunity: +19% Rings can have magical properties. |
treant's stralite ring of life =disease 22= treant's stralite ring of life =disease 22=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +13% nature Physical save: +18 Poison immunity: +22% Disease immunity: +22% Life regen: +1.70 Maximum life: +79.00 Healing mod.: +25% Rings can have magical properties. |
voratun ring 'Dagedar' =stun 40 temp res/pen= voratun ring 'Dagedar' =stun 40 temp res/pen=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Changes damage: +6% temporal Physical save: +6 Spell save: +21 Stun/Freeze immunity: +40% Teleport immunity: +5% Life regen: +4.00 Rings can have magical properties. |
voratun ring of tenacity =disarm 34= voratun ring of tenacity =disarm 34=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Disarm immunity: +34% Pinning immunity: +36% Knockback immunity: +38% Maximum life: +27.00 Rings can have magical properties. |
warrior's gold ring of nature (+20%) warrior's gold ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
wizard's gold ring of pilfering wizard's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 Armour penetration: +11 Defense: +10 Changes stats: +4 Mag Spell save: +8 It can be used to activate talent Disengage, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 28 power out of 35/35) : Effective talent level: 3.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 215.90 fire damage, and flames will be left dealing a further 50.46 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage when this weapon hits: +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 Changes resistances penetration: +0% temporal Changes damage: +0% physical / +5% temporal Spell save: +10 Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Duathelblood (25-32.5 power, 11 apr) =stam 0.4 torment= Duathelblood (25-32.5 power, 11 apr) =stam 0.4 torment=Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 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: +11 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Burst (radius 2) on crit: +4 darkness Damage against: +5% Humanoid / +10% Demon When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Str / +2 Dex Changes resistances penetration: +11% mind / +21% darkness Stamina each turn: +0.40 Sharp, short and deadly. |
Eremobers the Galestalker (37.5-48.75 power, 9 apr) =dex 10 enc 20= Eremobers the Galestalker (37.5-48.75 power, 9 apr) =dex 10 enc 20=Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% Damage when this weapon hits: +13 mind / +16 darkness / +8 lightning Burst (radius 1) on hit: +12 physical Damage conversion: 36% mind Damage against: +24% Humanoid When wielded/worn: Accuracy: +11 Physical crit. chance: +3.0% Changes stats: +2 Str / +10 Dex / +6 Wil Maximum encumbrance: +20 Physical save: +9 Sharp, short and deadly. |
Issochik (37.5-48.75 power, 9 apr) =light 2 tele dragon= Issochik (37.5-48.75 power, 9 apr) =light 2 tele dragon=Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +4 temporal Damage conversion: 27% lightning When wielded/worn: Changes stats: +5 Str / +2 Dex / +2 Mag / +6 Wil / +6 Cun / +3 Con Changes resistances penetration: +6% lightning Grants telepathy: Dragon Mindpower: +8 Light radius: +2 Infravision radius: +2 Sharp, short and deadly. |
Salildavena the Wildstreak (52-67.6 power, 9 apr) =arp 12= Salildavena the Wildstreak (52-67.6 power, 9 apr) =arp 12=Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 52.0 - 67.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% Damage when this weapon hits: +10 insidious poison Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +12 Armour penetration: +12 Changes stats: +5 Dex Changes resistances penetration: +10% physical Changes damage: +9% nature / +8% physical Sharp, short and deadly. |
Shantiz the Stormblade (30-39 power, 20 apr) Shantiz the Stormblade (30-39 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +18.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to strike and destroy any projectiles in a radius of 10, dealing damage and stunning enemies around the projectile. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage when this weapon hits: +10 silence When wielded/worn: Accuracy: +10 A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage when this weapon hits: +10 fire burn / +10 blight Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (28-36.4 power, 9 apr) Spelldrinker (28-36.4 power, 9 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 28.0 - 36.4 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). Special effect when this weapon hits: steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Tuhek the Ravenpower (39.5-51.35 power, 9 apr) =stats good= Tuhek the Ravenpower (39.5-51.35 power, 9 apr) =stats good=Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +4 darkness Burst (radius 1) on hit: +8 temporal Damage conversion: 40% lightning / 20% temporal When wielded/worn: Accuracy: +8 Defense: +11 Changes stats: +4 Str / +4 Dex / +4 Mag / +9 Wil / +10 Cun / +4 Con Damage when the wearer hits(melee): 2 temporal Changes resistances penetration: +12% lightning Mindpower: +12 Sharp, short and deadly. |
dwarven-steel dagger 'Hettadragas' (16.5-21.45 power, 7 apr) =effect reduction 20= dwarven-steel dagger 'Hettadragas' (16.5-21.45 power, 7 apr) =effect reduction 20=Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +12 darkness Damage against: +16% Humanoid When wielded/worn: Changes resistances penetration: +15% arcane / +5% temporal Changes damage: +6% arcane Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 New effects duration reduction after a teleport: +20% Sharp, short and deadly. |
plaguebringer's steel dagger of amnesia (10.5-13.65 power, 6 apr) plaguebringer's steel dagger of amnesia (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits: +8 blight When wielded/worn: Damage when the wearer is hit: 9 mind Disease immunity: +11% Sharp, short and deadly. |
plaguebringer's voratun dagger of nature (38-49.4 power, 9 apr) =disease 27 res all 8= plaguebringer's voratun dagger of nature (38-49.4 power, 9 apr) =disease 27 res all 8=Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. 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 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +13 blight Damage conversion: 40% nature When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +12% nature Disease immunity: +27% Sharp, short and deadly. |
psychic's stralite dagger of the mystic (27-35.1 power, 9 apr) =spellpower 11= psychic's stralite dagger of the mystic (27-35.1 power, 9 apr) =spellpower 11=Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +10 Wil / +4 Cun Spellpower: +11 Mindpower: +11 Sharp, short and deadly. |
stralite dagger of purging (29.5-38.35 power, 9 apr) stralite dagger of purging (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +9 nature Sharp, short and deadly. |
warbringer's stralite dagger of gravity (26.5-34.45 power, 9 apr) =disarm 24= warbringer's stralite dagger of gravity (26.5-34.45 power, 9 apr) =disarm 24=Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +14 gravity When wielded/worn: Physical power: +11 Changes stats: +5 Con Changes resistances penetration: +11% physical Changes damage: +11% physical Disarm immunity: +24% Sharp, short and deadly. |
Chamakan the dragonbone longbow Chamakan the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +30 Physical crit. chance: +15.0% Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +22% physical Changes damage: +22% physical / +6% temporal Talent cooldown: Steady Shot (-1 turn) Mindpower: +2 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +10 Longbows are used to shoot arrows at your foes. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 50 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Crystal Shard (16-19.2 power, 4 apr, arcane damage) Crystal Shard (16-19.2 power, 4 apr, arcane damage)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% It can be used to create living shards of crystal, costing 36 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Eremodor the Gloomtickler (30-36 power, 6 apr, temporal damage) Eremodor the Gloomtickler (30-36 power, 6 apr, temporal damage)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +8 darkness Burst (radius 1) on hit: +8 darkness Damage conversion: 30% darkness When wielded/worn: Changes stats: +6 Con Damage when the wearer is hit: 12 darkness Changes resistances: +6% darkness Changes damage: +9% darkness / +30% temporal Talent granted: +1 Command Staff Life regen: +1.70 Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +33 Spell crit. chance: +5% Healing mod.: +21% It can be used to project damage in a cone from the staff, placing all other charms into a 7 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Disease immunity: +0% Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases and poisons, costing 8 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal damage) elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +10 Maximum wards: +3 temporal Changes damage: +25% temporal Talents granted: +1 Command Staff +5 Ward Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Arylar (39-54.6 power, 6 apr) =effects 40= Arylar (39-54.6 power, 6 apr) =effects 40=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +15 Armour: +6 Defense: +18 Damage when the wearer hits(melee): 6 mind Changes resistances: +3% blight Maximum mana: +20.00 Maximum hate: +2.00 Spell crit. chance: +1% New effects duration reduction after a teleport: +40% One-handed war axes. |
Tulurak (41.5-58.1 power, 6 apr) =acc 30 disarm 26= Tulurak (41.5-58.1 power, 6 apr) =acc 30 disarm 26=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +30 Physical power: +13 Armour: +12 Defense: +30 Changes stats: +6 Con Changes resistances: +12% mind / +3% light Changes resistances penetration: +15% physical Disease immunity: +5% Cut immunity: +5% Silence immunity: +10% Disarm immunity: +26% Mana each turn: +0.08 One-handed war axes. |
balancing drakeskin leather belt of containment balancing drakeskin leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +6 Cun / +6 Dex Maximum life: +109.00 Maximum mana: +78.00 Maximum stamina: +49.00 Maximum hate: +17.00 Maximum psi: +40.00 Maximum vim: +36.00 Mental crit. chance: +15% Reduces paradox failures(equivalent to willpower): +32 A belt that goes around your waist. |
blurring hardened leather belt of shielding blurring hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +14 Stealth bonus: +11 It can be used to create a temporary shield that absorbs 314 damage, placing all other charms into a 24 cooldown. A belt that goes around your waist. |
drakeskin leather belt 'Brightdash' =temp res 12 mindpwr 18= drakeskin leather belt 'Brightdash' =temp res 12 mindpwr 18=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +5 Changes stats: +4 Con Damage when the wearer hits(melee): 4 temporal Damage when the wearer is hit: 4 temporal Changes resistances: +12% temporal Changes damage: +6% light / +3% temporal Physical save: +14 Spell save: +13 Mental save: +15 Mindpower: +18 A belt that goes around your waist. |
spiritwalker's rough leather belt of unlife spiritwalker's rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% blight Mana each turn: +0.11 Maximum mana: +20.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +8 Mag Changes resistances: +12% darkness / +12% arcane Changes damage: +15% darkness / +15% arcane Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% It can be used to activate talent Aether Breach (costing 23 power out of 28/28) : Effective talent level: 2.0 Power cost: 23 out of 28/28. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 47.49 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
cashmere cloak of backstabbing (2 def, 0 armour) =crit mult 28 arp 10= cashmere cloak of backstabbing (2 def, 0 armour) =crit mult 28 arp 10=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 Armour penetration: +10 Defense: +2 Critical mult.: +28.00% Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brenyrim the elven-silk robe (5 def, 0 armour) =crit mult 40 phys pen 19= Brenyrim the elven-silk robe (5 def, 0 armour) =crit mult 40 phys pen 19=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 Defense: +5 Changes stats: +10 Cun Changes resistances: +20% mind Changes resistances penetration: +20% darkness / +19% physical Changes damage: +19% physical / +20% darkness / +29% mind Critical mult.: +40.00% Maximum encumbrance: +40 Stamina each turn: +0.40 Hate when firing a critical mind attack: +4.00 Maximum hate: +13.00 Mindpower: +10 Mental crit. chance: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour) =resist pen 20 cun/wil 10= Crimson Robe (12 def, 0 armour) =resist pen 20 cun/wil 10=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 Changes stats: +10 Cun / +10 Wil Damage when the wearer hits(melee): 35 mind / 10 gloom Damage when the wearer is hit: 35 mind / 10 gloom Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves-his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. When wielded/worn: Armour: +3 Defense: +9 Changes stats: +5 Mag / +3 Wil Damage when the wearer is hit: 10 temporal Changes resistances: +20% temporal Changes resistances penetration: +20% temporal Changes damage: +20% temporal Spellpower: +23 It can be used to activate talent Damage Smearing (costing 20 power out of 25/25) : Effective talent level: 1.3 Power cost: 20 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: For the next 3 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns. The duration will scale with your Paradox. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
verdant silk robe of life (3 def, 0 armour) verdant silk robe of life (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +8 Con Changes resistances: +13% blight Changes damage: +17% nature Life regen: +12.60 Maximum life: +74.00 Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) =arp 15= Boots of the Hunter (2 def, 12 armour) =arp 15=Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 26 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. |
Malunik the pair of voratun boots (0 def, 15 armour) =cun 12 mental 47 water= Malunik the pair of voratun boots (0 def, 15 armour) =cun 12 mental 47 water=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Changes stats: +1 Wil / +12 Cun / +11 Con Damage when the wearer hits(melee): 4 arcane Changes resistances: +6% temporal Changes resistances penetration: +5% arcane Changes damage: +3% acid Allows you to breathe in: water Physical save: +50 Mental save: +47 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tempestslice the pair of hardened leather boots (0 def, 3 armour) =blindside waterbreathing= Tempestslice the pair of hardened leather boots (0 def, 3 armour) =blindside waterbreathing=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +1 Dex / +5 Wil / +2 Cun / +5 Con Changes resistances: +12% lightning Changes resistances penetration: +8% physical Allows you to breathe in: water Mindpower: +7 Light radius: +2 It can be used to activate talent Blindside, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 37 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
dreamer's pair of hardened leather boots of void walking (0 def, 3 armour) =temp res 22= dreamer's pair of hardened leather boots of void walking (0 def, 3 armour) =temp res 22=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +18% darkness / +22% temporal Changes resistances penetration: +16% darkness / +16% temporal Physical save: +11 Spell save: +11 Mental save: +11 Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% A pair of boots made of leather. |
restorative pair of dwarven-steel boots of massiveness (0 def, 4 armour) restorative pair of dwarven-steel boots of massiveness (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +8 Str / +7 Con Changes damage: +7% physical Life regen: +3.90 Healing mod.: +22% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Maximum encumbrance: +22 Physical save: +9 Stamina each turn: +0.70 Maximum stamina: +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Islilaith the Shineoracle (0 def, 3 armour) =restorative= Islilaith the Shineoracle (0 def, 3 armour) =restorative=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Dex / +4 Cun Damage when the wearer hits(melee): 35 mind / 31 darkness Damage when the wearer is hit: 4 arcane / 4 light Changes resistances: +9% lightning Changes resistances penetration: +5% lightning Talent cooldown: Double Strike (-1 turn) Physical save: +14 Mental save: -7 Life regen: +4.00 Stamina each turn: +1.80 Maximum stamina: +38.00 Mindpower: +7 Light radius: +3 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 111% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +18 gloom / +8 light It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% When this weapon hits: Call Lightning (25% chance level 5). Damage when this weapon hits: +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 5 power out of 6/6) : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 261.65 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). Damage when this weapon hits: +50 manaburn arcane / +20 silence It can be used to destroy magic in a radius 5 cone, costing 79 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. You feel proud of having fulfilled this ancient duty. |
archer's dwarven-steel gauntlets of dispersion (0 def, 2 armour) archer's dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +7 Armour: +2 Changes stats: +4 Dex / +6 Mag / +6 Wil / +4 Cun Damage when the wearer hits(melee): 10 arcane Changes resistances: +8% arcane When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +17 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage when this weapon hits: +10 arcane It can be used to activate talent Steady Shot, placing all other charms into a 16 cooldown : Effective talent level: 3.9 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Chargelash' (0 def, 3 armour) =stam reg 2.0= drakeskin leather gloves 'Chargelash' (0 def, 3 armour) =stam reg 2.0=Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 Armour: +3 Changes stats: +11 Cun Damage when the wearer is hit: 12 lightning Changes resistances: +28% darkness Changes resistances penetration: +10% lightning Life regen: +3.20 Stamina each turn: +2.00 Maximum stamina: +39.00 Spellpower: +2 Infravision radius: +8 Damage Shield penetration: +10% When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +5 Physical crit. chance: +31.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 5). When this weapon crits: Dominate (20% chance level 5). Damage when this weapon hits: +58 darkness Burst (radius 1) on hit: +4 lightning / +8 temporal Burst (radius 2) on crit: +4 lightning It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Ulfukalthosta' (0 def, 11 armour) =stone wardens= dwarven-steel gauntlets 'Ulfukalthosta' (0 def, 11 armour) =stone wardens=Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 Armour: +11 Armour Hardiness: +8% Changes stats: +3 Con Damage when the wearer is hit: 4 mind Changes resistances: +6% mind / +6% physical Changes resistances penetration: +5% mind Physical save: +14 Mental save: +11 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Perfect Control (20% chance level 3). Damage when this weapon hits: +8 temporal Damage conversion: 10% mind Metal gloves protecting the hands up to the middle of the lower arm. |
heroic drakeskin leather gloves of regeneration (0 def, 9 armour) heroic drakeskin leather gloves of regeneration (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +15 Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.36 Maximum life: +68.00 When used to modify unarmed attacks: Base power: 38.0 - 41.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of the nighthunter (0 def, 3 armour) =spellpower 16= spellstreaming drakeskin leather gloves of the nighthunter (0 def, 3 armour) =spellpower 16=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 Armour: +3 Changes stats: +6 Cun Changes resistances: +15% darkness Mana each turn: +0.40 Spellpower: +16 Spell crit. chance: +10% Infravision radius: +4 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 100% When this weapon hits: Elemental bolt (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage when this weapon hits: +29 darkness / +19 arcane It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Nerobremina' (4 def, 3 armour) =stun 30= voratun gauntlets 'Nerobremina' (4 def, 3 armour) =stun 30=Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 Armour: +3 Defense: +4 Ranged Defense: +4 Changes stats: +6 Cun Damage when the wearer hits(melee): 2 acid Changes resistances: +15% darkness Changes resistances penetration: +15% blight / +5% acid Mental save: +9 Silence immunity: +5% Stun/Freeze immunity: +30% Infravision radius: +4 Defense after a teleport: +5 When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +21.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 5). Damage when this weapon hits: +29 darkness It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Cracklespawn (3 def, 0 armour) =phys dam 19 will 9= Cracklespawn (3 def, 0 armour) =phys dam 19 will 9=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +9 Wil Damage when the wearer hits(melee): 2 light Damage when the wearer is hit: 8 lightning Changes resistances: +12% physical / +15% darkness / +15% lightning Changes resistances penetration: +10% light Changes damage: +11% darkness / +19% physical Physical save: +14 Psi each turn: +0.25 Maximum hate: +13.00 Mindpower: +15 Mental crit. chance: +8% A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 28 power out of 35/35) : Effective talent level: 2.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Fireransom (0 def, 5 armour) =skullcracker men save 29= Fireransom (0 def, 5 armour) =skullcracker men save 29=Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +5 Dex / +5 Cun / +5 Con Damage when the wearer hits(melee): 2 fire Damage when the wearer is hit: 7 physical Changes resistances: +25% mind / -40% light Changes resistances penetration: +15% arcane / +5% light Changes damage: +6% light / +12% fire Mental save: +29 Life regen: +8.00 Light radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.9 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 433.15 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Poxblack (0 def, 5 armour) =arp 8 dex 13= Poxblack (0 def, 5 armour) =arp 8 dex 13=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +9 Str / +13 Dex / +5 Cun / +9 Con Damage when the wearer is hit: 8 nature / 12 fire Changes resistances: +6% nature Changes damage: +12% nature / +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
augmenting cashmere wizard hat of earthrunes (2 def, 4 armour) =earthrunes 3= augmenting cashmere wizard hat of earthrunes (2 def, 4 armour) =earthrunes 3=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 Changes stats: +4 Con Changes damage: +9% arcane / +10% fire / +10% cold / +11% lightning / +7% acid It can be used to activate talent Stone Wall, placing all other charms into a 64 cooldown : Effective talent level: 3.0 Power cost: 64 out of 80/80. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 104.51 physical dmage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Dryreldil' (2 def, 0 armour) =stam regen 0.6= cashmere wizard hat 'Dryreldil' (2 def, 0 armour) =stam regen 0.6=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +2 Fatigue: -6% Changes stats: +1 Dex / +5 Wil / +5 Cun Changes resistances: +21% nature / +18% lightning Changes damage: +14% nature / +12% lightning Stamina each turn: +0.60 Psi each turn: +0.10 Mindpower: +4 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Uledas' (2 def, 0 armour) =cun 10 tele dragon= cashmere wizard hat 'Uledas' (2 def, 0 armour) =cun 10 tele dragon=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +10 Cun Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 8 mind Changes resistances: +6% blight Changes resistances penetration: +5% mind Grants telepathy: Dragon Mental save: +11 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of time (+13%) (2 def, 0 armour) =manaflow= eldritch cashmere wizard hat of time (+13%) (2 def, 0 armour) =manaflow=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +13% temporal Changes damage: +13% temporal Mana each turn: +1.40 Mana when hit: +1.00 Maximum mana: +61.00 Spellpower: +7 It can be used to activate talent Manaflow, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Aridabeth' (0 def, 3 armour) =crit mult 20= hardened leather cap 'Aridabeth' (0 def, 3 armour) =crit mult 20=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +8 Dex Critical mult.: +20.00% Spell save: +6 Mana each turn: +0.08 Mana when firing critical spell: +4.00 Vim when firing critical spell: +2.00 Spellpower: +8 A cap made of leather. |
hardened leather cap 'Oozeorder' (0 def, 3 armour) =heal mod 21 nature res= hardened leather cap 'Oozeorder' (0 def, 3 armour) =heal mod 21 nature res=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when the wearer hits(melee): 6 darkness / 4 fire Damage when the wearer is hit: 8 nature Changes resistances: +20% nature Spell save: +7 Maximum life: +82.00 Healing mod.: +21% A cap made of leather. |
warlord's hardened leather cap of the bounder (0 def, 3 armour) warlord's hardened leather cap of the bounder (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 Armour: +3 Fatigue: +3% Changes stats: +13 Str / +8 Dex / +5 Wil Changes resistances: +10% physical Physical save: +11 A cap made of leather. |
Crystalline Voratun mail armour (11.9 def, 22.1 armour) =poison/disease 60= Crystalline Voratun mail armour (11.9 def, 22.1 armour) =poison/disease 60=Requires: - Strength 48 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +22 Defense: +12 Fatigue: +16% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +15% physical / +35% arcane Physical save: +25 Spell save: +35 Poison immunity: +60% Disease immunity: +60% A suit of armour made of mail. |
Neravena the voratun mail armour (5 def, 10 armour) =effects 30= Neravena the voratun mail armour (5 def, 10 armour) =effects 30=Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +11 Str / +14 Con Changes resistances: +10% physical Changes damage: +6% blight Critical mult.: +10.00% Physical save: +25 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum life: +200.00 Maximum vim: +20.00 Spell crit. chance: +2% Defense after a teleport: +15 New effects duration reduction after a teleport: +30% A suit of armour made of mail. |
voratun plate armour of thunder (9 def, 16 armour) voratun plate armour of thunder (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +23 Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +10 Str / +10 Mag / +9 Wil Changes resistances: +19% lightning Spellpower: +25 Spell crit. chance: +10% Mindpower: +25 Mental crit. chance: +10% A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 79 power out of 100/100. The very essence of bearness! |
822 alchemist agate 822 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Carrionusher the dwarven-steel pickaxe (dig speed 25 turns) =arp 10 perfect strike!= Carrionusher the dwarven-steel pickaxe (dig speed 25 turns) =arp 10 perfect strike!=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +5 Str Damage when the wearer hits(melee): 2 nature Changes resistances: +15% nature Changes damage: +3% nature When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 21 cooldown : Effective talent level: 5.2 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Xeraldalaith the Growhacker (dig speed 11 turns) =phys pen 25 temp res 9= Xeraldalaith the Growhacker (dig speed 11 turns) =phys pen 25 temp res 9=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% temporal / +3% darkness / +9% acid Changes resistances penetration: +25% physical Changes damage: +6% nature / +6% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 64 power out of 72/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
Rungof's Fang 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. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 79 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Ce'Nunne the brass lantern =watchleader 3.0= Ce'Nunne the brass lantern =watchleader 3.0=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning Changes damage: +12% arcane Blindness immunity: +35% Confusion immunity: +13% Stun/Freeze immunity: +15% Light radius: +6 See stealth: +8 See invisible: +9 New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 64 power out of 150/150) : Effective talent level: 4.0 Power cost: 64 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 11.14 cold damage and 14.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Galazor =poison 10= Galazor =poison 10=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% physical / +3% fire / +6% temporal Physical save: +8 Poison immunity: +10% Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 32 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
ethereal dwarven lantern of clarity ethereal dwarven lantern of clarityPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Mag Mental save: +15 Spellpower: +16 Light radius: +6 See stealth: +21 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern =all pen 9 arp 12= piercing dwarven lantern =all pen 9 arp 12=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Changes resistances penetration: +9% all Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / -10% all Reduce damage by fixed amount: +0 all Changes damage: +10% all / +15% temporal Movement speed: -20% Combat speed: +20% Casting speed: +20% Mental speed: +20% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 16 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Elemental Orb (Orb of Command) 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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 bloodstone 3 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% Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 160 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 (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
dwarven-steel torque of kinetic psionic shield 'Xyta' [power 85] (16 cooldown) =light 2 tele demon= dwarven-steel torque of kinetic psionic shield 'Xyta' [power 85] (16 cooldown) =light 2 tele demon=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Con Grants telepathy: Demon/Minor Demon/Major Light radius: +2 It can be used to setup a psionic shield, reducing all physical and acid damage by 85 for 6 turns, placing all other charms into a 16 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psychoportation [power 42] (35 cooldown) supercharged dwarven-steel torque of psychoportation [power 42] (35 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 42), placing all other charms into a 35 cooldown. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of clear mind [power 5] (16 cooldown) telekinetic voratun torque of clear mind [power 5] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, placing all other charms into a 16 cooldown. Torques are made by powerful psionics to store psionic powers. |
Mayothra [power 2] (16 cooldown) =cure poison 2 tentacle= Mayothra [power 2] (16 cooldown) =cure poison 2 tentacle=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical power: +2 Changes resistances: +3% lightning / +6% light Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Confusion immunity: +15% Stun/Freeze immunity: +10% Resist all after a teleport: +2% It can be used to remove up to 2 poisons from the target, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
Runagaregorab the Scaldmortal [power 4] (16 cooldown) =ward poison 4 crit m 15= Runagaregorab the Scaldmortal [power 4] (16 cooldown) =ward poison 4 crit m 15=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Wil Maximum wards: +5 nature / +4 light / +5 acid Changes damage: +3% fire Talent granted: +1 Ward Critical mult.: +15.00% Hate per kill: +2.00 Heals friendly targets nearby when you use a nature summon: +20 It can be used to remove up to 4 poisons from the target, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 nature slow Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 28 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. This small tree shaped totem is imbued with powerful healing energies. |
webbed elven-wood totem of cure illness [power 3] (16 cooldown) =lay web 4= webbed elven-wood totem of cure illness [power 3] (16 cooldown) =lay web 4=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +4 Lay Web It can be used to remove up to 3 diseases from the target, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Rod Lightbringer's RodPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when the wearer is hit: 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 Light radius: +2 It can be used to summon a shining orb, costing 28 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Lisotta the yew wand of firewall [power 205] (5 cooldown) =volcano 4= Lisotta the yew wand of firewall [power 205] (5 cooldown) =volcano 4=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when the wearer is hit: 4 mind Changes resistances penetration: +5% mind Talent granted: +4 Volcano Critical mult.: +10.00% Psi each turn: +0.10 Maximum psi: +20.00 Mindpower: +6 Life regen bonus (wilder-summons): +4.00 It can be used to creates a wall of flames lasting for 4 turns (dam 205 overall), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
3 pearl 3 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 Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 amber 2 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% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Supermadness TW the Shalore Temporal Warden level 40
5th Mirth 124th year of Ascendancy at 00:13 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Supermadness TW the Shalore Temporal Warden level 40
3rd Mirth 124th year of Ascendancy at 08:21 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By Supermadness TW the Shalore Temporal Warden level 49
70th Regrowth 125th year of Ascendancy at 14:46 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Supermadness TW the Shalore Temporal Warden level 47
32nd Regrowth 125th year of Ascendancy at 20:44 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Supermadness TW the Shalore Temporal Warden level 32
79th Dusk 123rd year of Ascendancy at 14:44 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By Supermadness TW the Shalore Temporal Warden level 35
28th Regrowth 124th year of Ascendancy at 04:14 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Supermadness TW the Shalore Temporal Warden level 12
21st Dusk 122nd year of Ascendancy at 13:47 see stats
Destroyer of the creation (Madness (Roguelike) difficulty)
Killed Slasul.By Supermadness TW the Shalore Temporal Warden level 50
20th Pyre 125th year of Ascendancy at 20:54 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Supermadness TW the Shalore Temporal Warden level 42
55th Dusk 124th year of Ascendancy at 13:27 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Supermadness TW the Shalore Temporal Warden level 37
75th Regrowth 124th year of Ascendancy at 04:47 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Supermadness TW the Shalore Temporal Warden level 46
1st Decay 124th year of Ascendancy at 11:36 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Supermadness TW the Shalore Temporal Warden level 24
1st Decay 122nd year of Ascendancy at 02:38 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Supermadness TW the Shalore Temporal Warden level 31
54th Dusk 123rd year of Ascendancy at 15:41 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Supermadness TW the Shalore Temporal Warden level 32
27th Haze 123rd year of Ascendancy at 07:19 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Supermadness TW the Shalore Temporal Warden level 50
21st Pyre 125th year of Ascendancy at 16:02 see stats
Gem of the Moon (Madness (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Supermadness TW the Shalore Temporal Warden level 50
40th Dusk 125th year of Ascendancy at 01:11 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Supermadness TW the Shalore Temporal Warden level 37
20th Pyre 124th year of Ascendancy at 15:33 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Supermadness TW the Shalore Temporal Warden level 10
7th Dusk 122nd year of Ascendancy at 01:06 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Supermadness TW the Shalore Temporal Warden level 20
38th Haze 122nd year of Ascendancy at 08:26 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Supermadness TW the Shalore Temporal Warden level 30
21st Dusk 123rd year of Ascendancy at 22:49 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Supermadness TW the Shalore Temporal Warden level 40
3rd Mirth 124th year of Ascendancy at 06:20 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Supermadness TW the Shalore Temporal Warden level 50
7th Pyre 125th year of Ascendancy at 17:58 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Supermadness TW the Shalore Temporal Warden level 24
18th Regrowth 123rd year of Ascendancy at 02:18 see stats
Self-killer (Madness (Roguelike) difficulty)
Killed your future self.By Supermadness TW the Shalore Temporal Warden level 36
44th Regrowth 124th year of Ascendancy at 11:25 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Supermadness TW the Shalore Temporal Warden level 45
69th Haze 124th year of Ascendancy at 01:20 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Supermadness TW the Shalore Temporal Warden level 34
1st Allure 124th year of Ascendancy at 15:46 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Supermadness TW the Shalore Temporal Warden level 46
4th Regrowth 125th year of Ascendancy at 17:07 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Supermadness TW the Shalore Temporal Warden level 31
72nd Dusk 123rd year of Ascendancy at 02:31 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Supermadness TW the Shalore Temporal Warden level 11
11st Dusk 122nd year of Ascendancy at 08:58 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Supermadness TW the Shalore Temporal Warden level 50
13rd Dusk 125th year of Ascendancy at 18:03 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Supermadness TW the Shalore Temporal Warden level 11
9th Dusk 122nd year of Ascendancy at 15:03 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Supermadness TW the Shalore Temporal Warden level 46
8th Allure 125th year of Ascendancy at 20:45 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers compound.By Supermadness TW the Shalore Temporal Warden level 25
40th Regrowth 123rd year of Ascendancy at 02:34 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Supermadness TW the Shalore Temporal Warden level 34
9th Allure 124th year of Ascendancy at 00:06 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Supermadness TW the Shalore Temporal Warden level 25
39th Regrowth 123rd year of Ascendancy at 17:11 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Supermadness TW the Shalore Temporal Warden level 39
77th Pyre 124th year of Ascendancy at 16:45 see stats
Log
Xeramina the orc master wyrmic hits Something for 724 physical damage.
You switch your weapons to: Arylar (39-54.6 power, 6 apr) =effects 40= and Tuhek the Ravenpower (39.5-51.35 power, 9 apr) =stats good=.
You switch your weapons to: Flashblow (39-54.6 power, 6 apr) =disarm 34= and voratun dagger 'Demonparry' (38-49.4 power, 9 apr) =arp 24=.
You switch your weapons to: Arylar (39-54.6 power, 6 apr) =effects 40= and Tuhek the Ravenpower (39.5-51.35 power, 9 apr) =stats good=.
Supermadness TW deactivates Strength of Purpose.
You carry too much--you are encumbered!
Drop some of your items.
Supermadness TW activates Strength of Purpose.
You are no longer encumbered.
Supermadness TW deactivates Precision.
Supermadness TW activates Precision.
Supermadness TW deactivates Premonition.
Supermadness TW activates Premonition.
Supermadness TW deactivates Momentum.
Supermadness TW activates Momentum.
Supermadness TW deactivates Weapon Folding.
Supermadness TW activates Weapon Folding.
You switch your weapons to: Flashblow (39-54.6 power, 6 apr) =disarm 34= and voratun dagger 'Demonparry' (38-49.4 power, 9 apr) =arp 24=.
You switch your weapons to: Arylar (39-54.6 power, 6 apr) =effects 40= and Tuhek the Ravenpower (39.5-51.35 power, 9 apr) =stats good=.
You require two weapons to use this talent.
Supermadness TW deactivates Precision.
You require two weapons to use this talent.
Supermadness TW deactivates Momentum.
Supermadness TW wears(replacing): Warmaster Gnarg's Murderblade (60-96 power, 19 apr).
Supermadness TW evades Something.
Deep Wound from Supermadness TW hits Xeramina the orc master wyrmic for (26 to psi shield), 2 physical (2 total damage).
Saving done.
Saving done.
Saving game...
