Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 50 / 2013% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 123 (base 63) |
Dexterity | 76 (base 62) |
Constitution | 25 (base 9) |
Magic | 118.1777649515 (base 15) |
Willpower | 92 (base 40) |
Cunning | 69 (base 34) |
Resources
Life | 1085/1085 |
Mana | 901/901 |
Stamina | 352/352 |
Paradox | 275 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +53.7000578527% |
Spell | 0% |
Global | +99.999999999952% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 16 |
See Invisible | 18 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 81 |
Accuracy | 77 |
Crit Chance | 79% |
APR | 56 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 82.8355529903 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 66.6 (95.66265060241%) |
Defense | 48.366666666645 |
Ranged Defense | 54.699999999978 |
Fatigue | 45 |
Physical Save | 65.845693439721 |
Spell Save | 80.664551288708 |
Mental Save | 53.45 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 619 damage for 5 turns. 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 878% 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -889 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 887% 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 Strength stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Time Travel | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual weapons | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 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 | 1.40 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Strength of Purpose |
talent | Quantum Feed |
talent | Secrets of the Eternals |
talent | Chant of Fortitude |
talent | Weapon Folding |
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! |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You 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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by emperor wight. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2097. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within5 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. * You have destroyed Gorbat. | 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. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Glintbolt the pair of drakeskin leather boots (10 def, 5 armour) =effects 30 strife 3= Glintbolt the pair of drakeskin leather boots (10 def, 5 armour) =effects 30 strife 3=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 Ranged Defense: +7 Fatigue: +5% Damage when hit (Melee): 4 light Changes stats: +6 Wil / +6 Con Changes resistances: +30% darkness / +26% temporal Changes resistances penetration: +20% temporal / +20% darkness / +10% physical Changes damage: +12% temporal Grants telepathy: Humanoid/Orc Mindpower: +8 Light radius: +4 Infravision radius: +4 See invisible: +6 Defense after a teleport: +24 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 34 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | Arcquake the quiver of dragonbone arrows (126/126, 64.5-90.3 power, 30 apr) Arcquake the quiver of dragonbone arrows (126/126, 64.5-90.3 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 64.5 - 90.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +3.0% Capacity: 126 Turns elapse between self-loadings: 2 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to corrode armor * 20% chance to disease Damage (Ranged): +8 lightning / +16 blight / +12 arcane / +4 acid Burst (radius 2) on crit: +24 acid When wielded/worn: Ammo reloads per turns: +5 Arrows are used with bows to pierce your foes to death. |
Light source | Blastsweep =effects 30= Blastsweep =effects 30=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Wil / +2 Mag Changes resistances: +10% cold / +15% light / +10% temporal Changes resistances penetration: +10% lightning Changes damage: +12% lightning / +15% darkness / +14% mind Damage affinity(heal): +5% darkness Spell save: +32 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +2 Light radius: +4 Infravision radius: +5 Defense after a teleport: +19 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 291.43 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Bogradiance (3 def, 0 armour) =effects 30 phys dam 18= Bogradiance (3 def, 0 armour) =effects 30 phys dam 18=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +1 Wil / +11 Mag Changes resistances: +18% physical / +20% darkness / +7% arcane Changes resistances penetration: +10% nature Changes damage: +12% lightning / +17% darkness / +14% fire / +6% nature / +15% acid / +18% physical / +9% blight / +14% cold / +15% arcane Spell save: +15 Vim when firing critical spell: +1.00 Maximum mana: +40.00 Maximum hate: +15.00 Spellpower: +8 Mindpower: +10 Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% A pointy cloth hat, very wizardly... |
On hands | Cloudreek the voratun gauntlets (0 def, 3 armour) =warmaking archer= Cloudreek the voratun gauntlets (0 def, 3 armour) =warmaking archer=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +9 Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 17 arcane Changes stats: +8 Dex / +10 Mag / +9 Wil / +7 Cun Changes resistances: +9% lightning / +10% arcane / +6% mind / +6% acid Critical mult.: +15.00% Spell save: +6 Mental save: +9 Disease immunity: +20% Spell crit. chance: +17% Mental crit. chance: +17% When used to modify unarmed attacks: Base power: 41.0 - 57.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +25 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 40% chance to daze Damage (Melee): +17 arcane It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 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. |
Tool | dragonbone wand of conjuration 'Neriwe' [power 445] (6 cooldown) =ward 5 stats= dragonbone wand of conjuration 'Neriwe' [power 445] (6 cooldown) =ward 5 stats=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +5 Str / +2 Dex / +3 Mag Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talent cooldown: Void Blast (+12 turn) Talents granted: +10 Void Blast +1 Ward Equilibrium when hit: +0.08 Maximum hate: +6.00 Mindpower: +8 Infravision radius: +4 It can be used to fire a bolt of a random element (dam 222-445), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | voratun ring 'Cleanseworth' =pix conj= voratun ring 'Cleanseworth' =pix conj=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 nature Changes stats: +15 Mag / +8 Wil / +8 Cun Changes resistances: +17% blight / +6% nature Changes resistances penetration: +10% nature Changes damage: +17% blight / +21% nature / +12% lightning Spellpower: +29 Rings can have magical properties. |
On fingers | Ring of the War Master =arp 15 mastery= Ring of the War Master =arp 15 mastery=Crafted 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 / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Pugilism +0.30 Technique / Shield offense +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. |
Around neck | Rotshaper =TEST!= Rotshaper =TEST!=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +7 Physical crit. chance: +6.0% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun / +2 Wil Changes resistances: +30% fire / +6% mind / +30% cold Changes resistances penetration: +5% mind Talent masteries: +0.40 Chronomancy / Temporal Combat +0.40 Technique / Dual weapons Critical mult.: +22.00% Hate when firing a critical mind attack: +4.00 Mental crit. chance: +2% Amulets can have magical properties. |
In main hand | Huryrain the Phlegmkiller (30-36 power, 6 apr, temporal element) =short wards 3= Huryrain the Phlegmkiller (30-36 power, 6 apr, temporal element) =short wards 3=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Accuracy: +13 Physical crit. chance: +10.0% Physical power: +15 Armour: +11 Defense: +12 Changes stats: +2 Str / +2 Wil / +2 Cun Changes resistances: +3% blight Maximum wards: +3 temporal Changes resistances penetration: +15% temporal Changes damage: +6% blight / +30% temporal Talents granted: +1 Command Staff +4 Ward Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Spellpower: +25 Spell crit. chance: +9% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
Around waist | Xobremina the Duathelcutter =ravage 20/25 mult 14= Xobremina the Duathelcutter =ravage 20/25 mult 14=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 Damage when hit (Melee): 4 darkness / 8 arcane Changes stats: +6 Mag / +2 Cun / +1 Con Changes resistances penetration: +20% arcane / +20% physical Changes damage: +25% physical Critical mult.: +14.00% Mana each turn: +0.60 Maximum mana: +57.00 Light radius: +2 Infravision radius: +3 A belt that goes around your waist. |
In off hand | warded voratun shield of patience (12 def, 3 armour, 199 block) =Shield of BEAST= warded voratun shield of patience (12 def, 3 armour, 199 block) =Shield of BEAST=Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when hit (Melee): 18 temporal Changes resistances: +19% temporal Maximum wards: +6 lightning / +6 temporal / +6 blight / +5 fire / +6 cold Talents granted: +5 Block +1 Ward It can be used to activate talent Time Shield, placing all other charms into a 18 cooldown : Effective talent level: 5.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (556) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | Glimmersweeper the elven-silk cloak (3 def, 0 armour) =effects 30 backstab temp= Glimmersweeper the elven-silk cloak (3 def, 0 armour) =effects 30 backstab temp=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +12 Defense: +3 Changes stats: +6 Str / +6 Con Changes resistances: +6% light / +9% temporal Changes resistances penetration: +20% temporal Critical mult.: +29.00% Stealth bonus: +12 Physical save: +14 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +138.00 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Morningrot (22 def, 25 armour) =Thunder!= Morningrot (22 def, 25 armour) =Thunder!=Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +17 Armour: +25 Defense: +22 Fatigue: +26% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +8 Str / +10 Mag / +10 Wil / +6 Cun Changes resistances: +17% lightning / +29% cold / +6% light / +6% temporal Changes resistances penetration: +15% temporal Mental save: +20 Spellpower: +25 Spell crit. chance: +6% Mindpower: +22 Mental crit. chance: +8% Light radius: +1 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
healing infusion of the wizard (heal 346) healing infusion of the wizard (heal 346)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+19 for 13 turns, die at -927) heroism infusion of the duelist (+19 for 13 turns, die at -927)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: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 13 turns. While Heroism is active, you will only die when reaching -927 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+19 for 13 turns, die at -879) heroism infusion of the psychic (+19 for 13 turns, die at -879)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 19 for 13 turns. While Heroism is active, you will only die when reaching -879 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+17 for 12 turns, die at -836) heroism infusion of the sneak (+17 for 12 turns, die at -836)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 12 turns. While Heroism is active, you will only die when reaching -836 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (73 nature damage, 58% healing reduction) insidious poison infusion of the psychic (73 nature damage, 58% 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 Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 72.61 nature damage per turns for 7 turns, and reducing the target's healing received by 58%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (706% speed; 7 turns) movement infusion of the psychic (706% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 706% 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 Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 806 over 5 turns) regeneration infusion of the wizard (heal 806 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 806 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 8; power 169; turns 5; dispells darkness) sun infusion of the warrior (rad 8; power 169; 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: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 84). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 169) 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 30%; cure magical, physical) wild infusion (resist 30%; 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 30% for 8 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 17%; cure mental, physical) wild infusion (resist 17%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 17% 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 (518.00 temporal damage, removed from time 4 turns) Rune of the Rift (518.00 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 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 745.92 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 warrior (481 acid damage; dur 5; apply 89) acid wave rune of the warrior (481 acid damage; dur 5; apply 89)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 481.34 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 89. The surge of natural acids will remove one detrimental magical effect from you. 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. |
biting gale rune of the warrior (261 cold damage; 73 apply power) biting gale rune of the warrior (261 cold damage; 73 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 260.54 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 73. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
controlled phase door rune of the sneak (range 12) controlled phase door rune of the sneak (range 12)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 12. 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 wizard (490 fire damage) heat beam rune of the wizard (490 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 490.36 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the wizard (power 20 for 9 turns) invisibility rune of the wizard (power 20 for 9 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 20) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (586 lightning damage) lightning rune of the titan (586 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 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 195.50 to 586.50 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 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. |
manasurge rune of the sneak (1857% regen over 10 turns; 93 instant mana) manasurge rune of the sneak (1857% regen over 10 turns; 93 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: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1857% over 10 turns and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 18; power 54; dur 7) phase door rune of the duelist (range 18; power 54; dur 7)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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 54%, your defense is increased by 54 and all your resistances by 54%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 582 for 6 turns) shielding rune of the wizard (absorb 582 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 582 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 218) teleportation rune of the wizard (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: 14 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 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. |
vision rune (radius 17; dur 22; see undead) vision rune (radius 17; dur 22; 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: 21 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 22) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any undead around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Charstar the voratun amulet =survival 0.37 wanderer= Charstar the voratun amulet =survival 0.37 wanderer=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +3 Wil / +10 Cun / +9 Con Changes resistances: +7% arcane / +3% fire / +30% light / +28% darkness Changes damage: +15% fire Talent mastery: +0.37 Cunning / Survival Blindness immunity: +50% Life regen: +1.40 Stamina each turn: +1.30 Vim when firing critical spell: +1.00 Spellpower: +8 Movement speed: +10% Amulets can have magical properties. |
Choker of Dread =summon= Choker of Dread =summon=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Cloudreeve the stralite amulet =tele demon dex 9= Cloudreeve the stralite amulet =tele demon dex 9=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +6 Cun / +9 Dex Grants telepathy: Demon/Minor Demon/Major Amulets can have magical properties. |
Daneth's Neckguard =juggernaut= Daneth's Neckguard =juggernaut=Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.6 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides 13% chances to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Dimstreaker the voratun amulet =enrage minor stats= Dimstreaker the voratun amulet =enrage minor stats=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 Armour: +8 Defense: +12 Changes stats: +3 Str / +2 Dex / +1 Wil / +2 Cun / +10 Con Changes resistances: +12% darkness Changes resistances cap: +7% all Changes damage: +6% arcane / +10% physical Physical save: +27 Infravision radius: +2 See invisible: +3 Combat speed: +10% Amulets can have magical properties. |
Earthen Beads =heal= Earthen Beads =heal=Infused 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 24 power out of 40/40) : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 315 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet =enc 20 movespeed 20= Feathersteel Amulet =enc 20 movespeed 20=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain =test= Frost Lord's Chain =test=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Lorilerig =enraging 0.34 surv/chrono= Lorilerig =enraging 0.34 surv/chrono=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +9 Fatigue: -4% Changes stats: +3 Str / +2 Mag Changes resistances: +26% light / +26% darkness Changes resistances penetration: +5% acid Changes damage: +9% physical Grants telepathy: Dragon Talent masteries: +0.34 Cunning / Survival +0.34 Chronomancy / Chronomancy Blindness immunity: +44% Light radius: +3 Combat speed: +10% Amulets can have magical properties. |
Stormspike the voratun amulet =0.34 SW murder mult 16= Stormspike the voratun amulet =0.34 SW murder mult 16=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +5.0% Armour: +8 Defense: +12 Changes resistances cap: +7% all Changes resistances penetration: +15% lightning Talent mastery: +0.34 Chronomancy / Spacetime Weaving Critical mult.: +16.00% Physical save: +23 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Spell crit. chance: +4% Amulets can have magical properties. |
Vox =casting speed 15= Vox =casting speed 15=Powered 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. |
clarifying stralite amulet of murder =confuse 44 murder!= clarifying stralite amulet of murder =confuse 44 murder!=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +4.0% Changes resistances: +20% mind Critical mult.: +17.00% Confusion immunity: +44% Amulets can have magical properties. |
enraging gold amulet of soulsearing =Primary amulet= enraging gold amulet of soulsearing =Primary amulet=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 Changes damage: +11% blight / +11% fire / +8% physical Critical mult.: +16.00% Spellpower: +11 Combat speed: +10% Amulets can have magical properties. |
grounding voratun amulet of mastery (0.40 Chronomancy / Chronomancy) grounding voratun amulet of mastery (0.40 Chronomancy / Chronomancy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% lightning Talent mastery: +0.40 Chronomancy / Chronomancy Stun/Freeze immunity: +35% Amulets can have magical properties. |
mindweaver's voratun amulet of teleportation =tele 9 cd= mindweaver's voratun amulet of teleportation =tele 9 cd=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil Mental save: +15 Confusion immunity: +25% Teleport immunity: +50% Mindpower: +15 It can be used to teleports you randomly (rad 65), placing all other charms into a 9 cooldown. Amulets can have magical properties. |
savior's stralite amulet of perfection (0.34 Technique / Archery prowess,0.34 Technique / Combat training) savior's stralite amulet of perfection (0.34 Technique / Archery prowess,0.34 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.34 Technique / Archery prowess +0.34 Technique / Combat training Physical save: +18 Spell save: +18 Mental save: +22 Amulets can have magical properties. |
stabilizing voratun amulet of healing =heal 3= stabilizing voratun amulet of healing =heal 3=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +24% temporal Cut immunity: +60% Pinning immunity: +45% Knockback immunity: +50% Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 394 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet 'Brightpain' =0.4 speed control= voratun amulet 'Brightpain' =0.4 speed control=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +7 Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 12% chance to inflict damage reduction * 15% chance to blind Changes resistances: +15% blight / +6% light Changes resistances cap: +7% all Changes resistances penetration: +10% blight Changes damage: +21% light / +15% darkness Talent mastery: +0.40 Chronomancy / Speed Control Physical save: +27 Light radius: +3 Amulets can have magical properties. |
voratun amulet 'Dimreaper' =slow 56 vit= voratun amulet 'Dimreaper' =slow 56 vit=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +9 Effects on melee hit: * Slows global speed by 56% * 30% chance to inflict damage reduction Changes stats: +6 Mag / +2 Wil / +6 Con Changes resistances: +6% lightning Changes resistances cap: +7% all Changes damage: +8% acid / +8% cold / +8% fire / +9% mind / +8% lightning Physical save: +47 Mental save: +10 Life regen: +2.80 Maximum life: +80.00 Spellpower: +6 Spell crit. chance: +6% Mental crit. chance: +5% Amulets can have magical properties. |
voratun amulet 'Glimmerkin' =temp res 60 stun 50 blind= voratun amulet 'Glimmerkin' =temp res 60 stun 50 blind=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 54% chance to blind Damage when hit (Melee): 8 blight / 4 light Changes resistances: +30% lightning / +60% temporal / +9% blight Changes resistances penetration: +10% light Changes damage: +12% light Pinning immunity: +98% Stun/Freeze immunity: +50% Knockback immunity: +100% Amulets can have magical properties. |
voratun amulet 'Gloruta' =enrage gain turn 10= voratun amulet 'Gloruta' =enrage gain turn 10=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 Physical power: +9 Defense: +19 Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 16 blight / 8 arcane Changes stats: +19 Lck / +10 Con Changes damage: +27% blight / +10% physical / +9% arcane Combat speed: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
wanderer's gold amulet of mastery (0.28 Technique / Dual techniques) wanderer's gold amulet of mastery (0.28 Technique / Dual techniques)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +6 Cun / +6 Con Talent mastery: +0.28 Technique / Dual techniques Life regen: +0.70 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
warmaker's voratun amulet of murder =mult 20 str 9 dex/wil 10= warmaker's voratun amulet of murder =mult 20 str 9 dex/wil 10=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +5.0% Changes stats: +9 Str / +10 Dex / +10 Wil Critical mult.: +20.00% Amulets can have magical properties. |
Aerodunadil the copper ring =disarm 23 heal mod 15= Aerodunadil the copper ring =disarm 23 heal mod 15=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Reduces incoming crit damage: 10.00% Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +25% Maximum life: +20.00 Maximum stamina: +10.00 Healing mod.: +15% Rings can have magical properties. |
Blastwisp =enc 90= Blastwisp =enc 90=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +7 Physical power: +6 Changes stats: +3 Wil Changes resistances penetration: +15% lightning Changes damage: +9% physical Maximum encumbrance: +90 Mental save: +6 Rings can have magical properties. |
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, and this is your reward. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emelymima the stralite ring =pwr mult 10 temp pen 25= Emelymima the stralite ring =pwr mult 10 temp pen 25=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 Changes stats: +4 Wil Changes resistances penetration: +25% temporal Critical mult.: +10.00% Psi when hit: +0.08 Spellpower: +13 Mindpower: +18 Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Infernopanic =power 20 wil 10= Infernopanic =power 20 wil 10=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 Changes stats: +10 Wil / +3 Cun / +7 Con Changes resistances penetration: +10% mind Changes damage: +9% fire / +7% all Physical save: +14 Mental save: +24 Equilibrium when hit: +0.24 Spellpower: +20 Mindpower: +27 Rings can have magical properties. |
Isessra the Magmawisp =dex solip= Isessra the Magmawisp =dex solip=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 Changes stats: +10 Dex / +12 Wil / +8 Cun Changes resistances: +38% light / +6% fire Changes resistances penetration: +5% mind Changes damage: +19% light / +12% mind Mindpower: +28 Mental crit. chance: +3% Rings can have magical properties. |
Islyra =effects 10 spd sol pix= Islyra =effects 10 spd sol pix=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Defense: +14 Changes stats: +12 Mag / +8 Wil / +16 Cun Changes resistances penetration: +25% arcane Changes damage: +3% acid Grants telepathy: Dragon Spellpower: +15 Mindpower: +19 Mental crit. chance: +2% Movement speed: +25% Heals friendly targets nearby when you use a nature summon: +20 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.9 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
Lelysin the voratun ring =arp 17 TEMP PEN 30= Lelysin the voratun ring =arp 17 TEMP PEN 30=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Armour penetration: +17 Defense: +17 Damage when hit (Melee): 16 temporal Changes stats: +2 Wil / +2 Cun / +6 Con Changes resistances penetration: +30% temporal Spell save: +18 Mental save: +9 Blindness immunity: +44% Maximum stamina: +40.00 Infravision radius: +6 See stealth: +14 See invisible: +23 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
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 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 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 40 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. |
Pussorrow the voratun ring =war solip rogue= Pussorrow the voratun ring =war solip rogue=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Defense: +36 Damage when hit (Melee): 4 nature Changes stats: +10 Str / +2 Mag / +8 Wil / +12 Cun / +3 Con Changes resistances penetration: +5% acid Changes damage: +6% acid Mindpower: +14 Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Singegasher the voratun ring =heal mod 60 life 190= Singegasher the voratun ring =heal mod 60 life 190=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +9% fire Changes resistances penetration: +5% darkness / +25% fire Changes damage: +6% fire / +3% arcane / +3% darkness Disarm immunity: +50% Pinning immunity: +49% Knockback immunity: +45% Life regen: +3.90 Maximum life: +190.00 Healing mod.: +60% Rings can have magical properties. |
Xamina =life conj= Xamina =life conj=Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes stats: +8 Mag / +9 Wil / +8 Cun Changes resistances: +18% blight Mental save: +18 Life regen: +1.70 Maximum life: +92.00 Maximum hate: +2.00 Maximum psi: +40.00 Spellpower: +10 Mental crit. chance: +5% Healing mod.: +23% Rings can have magical properties. |
Zubuma the Kilnward =arp 17 poison 30= Zubuma the Kilnward =arp 17 poison 30=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +17 Defense: +17 Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +6 Con Changes resistances: +15% blight / +12% fire / +15% nature Changes resistances penetration: +15% mind / +15% fire Changes damage: +9% mind Spell save: +20 Poison immunity: +30% Disease immunity: +30% Maximum stamina: +40.00 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
conjurer's voratun ring of pilfering =arp 16= conjurer's voratun ring of pilfering =arp 16=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +16 Defense: +17 Changes stats: +8 Wil / +8 Mag Spellpower: +15 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gladiator's gold ring of tenacity =disarm 38= gladiator's gold ring of tenacity =disarm 38=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 Changes stats: +6 Str / +8 Con Disarm immunity: +38% Pinning immunity: +34% Knockback immunity: +38% Maximum life: +33.00 Rings can have magical properties. |
gold ring 'Ce'Nora' =Phys Pen 15= gold ring 'Ce'Nora' =Phys Pen 15=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +1 Dex / +4 Con Changes resistances penetration: +15% physical Mental save: +11 Confusion immunity: +38% Only die when reaching: -97.00 life Rings can have magical properties. |
marksman's gold ring of pilfering marksman's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +26 Armour penetration: +13 Defense: +13 Changes stats: +7 Dex Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
marksman's stralite ring of fire (+36%) marksman's stralite ring of fire (+36%)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. |
marksman's stralite ring of the mountain (+18%) =phys dam 18 acc 24= marksman's stralite ring of the mountain (+18%) =phys dam 18 acc 24=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 Changes stats: +8 Dex Changes resistances: +18% physical Changes damage: +18% physical Rings can have magical properties. |
mule's steel ring of perseverance mule's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -7% Maximum encumbrance: +26 Stun/Freeze immunity: +32% Life regen: +2.40 Rings can have magical properties. |
painweaver's stralite ring of life painweaver's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 Changes damage: +8% all Life regen: +1.70 Maximum life: +72.00 Spellpower: +17 Mindpower: +17 Healing mod.: +26% Rings can have magical properties. |
pixie's gold ring of light (+28%) pixie's gold ring of light (+28%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +28% light Changes damage: +14% light Spellpower: +8 Rings can have magical properties. |
pixie's stralite ring of perseverance =stun 35= pixie's stralite ring of perseverance =stun 35=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Mag Stun/Freeze immunity: +35% Life regen: +2.80 Spellpower: +10 Rings can have magical properties. |
psionicist's gold ring of nature (+32%) psionicist's gold ring of nature (+32%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +32% nature Changes damage: +16% nature Mental save: +12 Rings can have magical properties. |
psionicist's voratun ring of frost (+34%) psionicist's voratun ring of frost (+34%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +34% cold Changes damage: +17% cold Mental save: +20 Rings can have magical properties. |
savage's stralite ring of misery savage's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random insanity Damage (Melee): 13 bleed Effects on ranged hit: * 18% chance to cause random insanity Damage (Ranged): 19 bleed Changes stats: +9 Cun / +5 Con Spell save: +18 Hate when firing a critical mind attack: +3.00 Maximum stamina: +33.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
sneakthief's stralite ring of perseverance =stun 44= sneakthief's stralite ring of perseverance =stun 44=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 Changes stats: +9 Cun / +9 Dex Stun/Freeze immunity: +44% Life regen: +4.00 Rings can have magical properties. |
sneakthief's voratun ring of corrosion (+40%) sneakthief's voratun ring of corrosion (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Changes stats: +10 Cun / +10 Dex Changes resistances: +40% acid Changes damage: +20% acid Rings can have magical properties. |
solipsist's copper ring of the mountain (+12%) solipsist's copper ring of the mountain (+12%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +12% physical Changes damage: +12% physical Mindpower: +7 Rings can have magical properties. |
solipsist's stralite ring of sensing =blind 44= solipsist's stralite ring of sensing =blind 44=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +7 Wil Blindness immunity: +44% Mindpower: +13 Infravision radius: +6 See stealth: +21 See invisible: +17 Rings can have magical properties. |
solipsist's voratun ring of pilfering =arp 17= solipsist's voratun ring of pilfering =arp 17=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +17 Defense: +17 Changes stats: +8 Cun / +8 Wil Mindpower: +14 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
solipsist's voratun ring of warding =elemental resist 30= solipsist's voratun ring of warding =elemental resist 30=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Wil Changes resistances: +30% acid / +30% fire / +30% cold / +30% lightning Mindpower: +13 Rings can have magical properties. |
steel ring 'Lightwrither' =light rad 1 power blind= steel ring 'Lightwrither' =light rad 1 power blind=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 Effects on melee hit: * 40% chance to blind Changes resistances: +3% lightning / +3% fire / +3% darkness / +6% nature Spell save: +3 Spellpower: +9 Mindpower: +9 Light radius: +1 Rings can have magical properties. |
steel ring of time (+11%) steel ring of time (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% temporal Changes damage: +11% temporal Rings can have magical properties. |
treant's voratun ring =poison 30= treant's voratun ring =poison 30=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +14% nature / +15% blight Poison immunity: +30% Disease immunity: +30% Rings can have magical properties. |
voratun ring 'Adiwen' =gloom disarm 47= voratun ring 'Adiwen' =gloom disarm 47=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random insanity Damage (Melee): 16 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 20 bleed Changes stats: +7 Cun / +6 Con Changes damage: +9% mind Physical save: +12 Disarm immunity: +47% Pinning immunity: +43% Knockback immunity: +43% Hate when firing a critical mind attack: +2.00 Maximum life: +30.00 Maximum hate: +15.00 Light radius: +3 Infravision radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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. |
voratun ring 'Belotar' =enc 39 pix life= voratun ring 'Belotar' =enc 39 pix life=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 Physical power: +6 Fatigue: -16% Changes stats: +8 Mag / +8 Cun / +2 Con Changes damage: +9% acid / +6% physical Maximum encumbrance: +39 Life regen: +1.80 Maximum life: +96.00 Spellpower: +13 Healing mod.: +50% Rings can have magical properties. |
voratun ring 'Bethyra' =gain turn 50 arcana resis= voratun ring 'Bethyra' =gain turn 50 arcana resis=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 50% chance to gain 10% of a turn Changes stats: +2 Str / +7 Mag / +3 Cun Changes resistances: +30% acid / +25% fire / +30% lightning / +30% cold Changes damage: +6% mind Physical save: +6 Spell save: +14 Silence immunity: +49% Mana each turn: +0.40 Hate when firing a critical mind attack: +3.00 Rings can have magical properties. |
voratun ring 'Fulosta' =Conjurer Speed= voratun ring 'Fulosta' =Conjurer Speed=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +14 Wil / +11 Mag Changes resistances: +9% lightning / +15% temporal / +9% light Spellpower: +19 Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.9 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
voratun ring 'Phlegmnigh' =effects 30= voratun ring 'Phlegmnigh' =effects 30=Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Wil / +8 Mag Changes resistances: +20% mind / +9% acid Changes damage: +20% mind Reduces incoming crit damage: 10.00% Disease immunity: +20% Silence immunity: +10% Confusion immunity: +5% Life regen: +2.00 Only die when reaching: -40.00 life Maximum life: +91.00 Spellpower: +15 Healing mod.: +23% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
voratun ring 'Sunbrace' =conj life= voratun ring 'Sunbrace' =conj life=Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +2 Str / +8 Mag / +14 Wil / +9 Cun Changes resistances penetration: +5% light Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Mental save: +20 Life regen: +1.90 Maximum life: +84.00 Spellpower: +15 Healing mod.: +27% Rings can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr) =move speed 20= Dagger of the Past (25-32.5 power, 20 apr) =move speed 20=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 (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 Changes damage: +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. |
Kinetic Spike (38-49.4 power, 40 apr) =phys pen 30= Kinetic Spike (38-49.4 power, 40 apr) =phys pen 30=Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 30% Str, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical power: +15 Changes resistances penetration: +30% physical It can be used to fires a bolt of kinetic force, doing 150% weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (42-54.6 power, 11 apr) =Worm Rot= Life Drinker (42-54.6 power, 11 apr) =Worm Rot=Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 18.71 acid and 21.43 blight damage. If not cleared after five turns it will inflict 250.70 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
Shantiz the Stormblade (15-19.5 power, 20 apr) =dex 20= Shantiz the Stormblade (15-19.5 power, 20 apr) =dex 20=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr) =LS 6= Spellblaze Shard (20-26 power, 10 apr) =LS 6=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 (Melee): +10 blight / +10 fire burn 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 (27-35.1 power, 8 apr) =manaburn 50= Spelldrinker (27-35.1 power, 8 apr) =manaburn 50=Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32.5 power, 20 apr) =disarm 50 quick= Swordbreaker (25-32.5 power, 20 apr) =disarm 50 quick=Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32.5 power, 10 apr) =darkness dam= Umbral Razor (25-32.5 power, 10 apr) =darkness dam=Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 216.43 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-19.5 power, 25 apr) =Unseen targets= Unerring Scalpel (15-19.5 power, 25 apr) =Unseen targets=Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
voratun dagger 'Galeblur' (39.5-51.35 power, 9 apr) =shear plague= voratun dagger 'Galeblur' (39.5-51.35 power, 9 apr) =shear plague=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage (Melee): +16 blight / +12 mind / +8 lightning When wielded/worn: Accuracy: +12 Armour penetration: +11 Defense: +12 Changes resistances: +6% mind Changes resistances penetration: +10% lightning / +12% physical Changes damage: +9% arcane / +12% physical Disease immunity: +28% Vim when firing critical spell: +3.00 Spellpower: +8 Spell crit. chance: +4% Sharp, short and deadly. |
warbringer's voratun dagger of shearing (36-46.8 power, 9 apr) =phys pen 24 dam 12= warbringer's voratun dagger of shearing (36-46.8 power, 9 apr) =phys pen 24 dam 12=Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 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 wielded/worn: Armour penetration: +12 Physical power: +12 Changes stats: +4 Con Changes resistances penetration: +24% physical Changes damage: +12% physical Disarm immunity: +28% Sharp, short and deadly. |
Silemira =primary bow= Silemira =primary bow=Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 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: 143% Firing range: +10 Travel speed: +200% Burst (radius 2) on crit: +2 mind When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% lightning / +5% arcane / +3% blight Changes resistances penetration: +41% physical Changes damage: +22% physical Grants telepathy: Dragon Mental save: +3 Damage Shield penetration: +58% Longbows are used to shoot arrows at your foes. |
Morrigor (50-70 power, 12 apr) =GWF 3= Morrigor (50-70 power, 12 apr) =GWF 3=Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal bonus arcane and darkness damage On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 Spell crit. chance: +12% It can be used to activate talent Greater Weapon Focus (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 49% chance to deal another, similar, blow for 8 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Wintertide (39-54.6 power, 10 apr) =walls= Wintertide (39-54.6 power, 10 apr) =walls=Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands, dealing cold damage to your enemies each turn and reducing their turn energy by 20%. Melee attacks will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: 0 It can be used to intensify your winter storm creating unbreakable ice walls in each space, costing 18 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Ureslak's Flaming Femur (52-72.8 power, 5 apr) =global speed 30= Ureslak's Flaming Femur (52-72.8 power, 5 apr) =global speed 30=Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Fire burn Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers When wielded/worn: Changes resistances: +45% fire Changes resistances penetration: +30% fire Changes damage: +30% fire Global speed: +30% A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. |
Gadil (2.5-2.75 power, 12 apr, mind damage) =effects 30= Gadil (2.5-2.75 power, 12 apr, mind damage) =effects 30=Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to cause random insanity When wielded/worn: Defense: +2 Ranged Defense: +2 Changes resistances: +9% mind / +5% arcane Mental save: +4 Blindness immunity: +5% Disarm immunity: +15% Stun/Freeze immunity: +10% Maximum psi: +18.00 Mindpower: +1 Mental crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dourzeal (19-26.6 power, 4 apr) =effects 30= Dourzeal (19-26.6 power, 4 apr) =effects 30=Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 temporal When wielded/worn: Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 14 temporal Changes stats: +2 Cun Changes resistances: +14% temporal Changes damage: +6% blight Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% One-handed war axes. |
Liseyassra the voratun waraxe (38.5-53.9 power, 6 apr) =pen 30 dam 29 arp 20= Liseyassra the voratun waraxe (38.5-53.9 power, 6 apr) =pen 30 dam 29 arp 20=Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 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% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +20 acid / +4 physical When wielded/worn: Armour penetration: +20 Physical power: +4 Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% fire Changes resistances penetration: +30% physical Changes damage: +29% physical Reduces incoming crit damage: 10.00% Life regen: +0.20 One-handed war axes. |
Ce'Niravea the drakeskin leather belt =enc 58 sp 8 containment= Ce'Niravea the drakeskin leather belt =enc 58 sp 8 containment=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 Fatigue: -10% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes resistances penetration: +10% blight / +5% arcane Maximum encumbrance: +58 Physical save: +25 Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +18.00 Maximum psi: +39.00 Maximum vim: +34.00 Maximum pos.energy: +40.00 Maximum neg.energy: +32.00 Spellpower: +8 Damage Shield penetration: +30% Reduces paradox failures(equivalent to willpower): +35 A belt that goes around your waist. |
drakeskin leather belt 'Kakath' =bal ravager reckless= drakeskin leather belt 'Kakath' =bal ravager reckless=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +5 Changes stats: +6 Dex / +4 Mag / +6 Cun Changes resistances: +9% acid Changes resistances penetration: +15% physical Changes damage: +19% physical Critical mult.: +15.00% Physical save: +6 Mental save: +6 Blindness immunity: +15% Stun/Freeze immunity: +15% Teleport immunity: +15% Mental crit. chance: +15% A belt that goes around your waist. |
skylord's drakeskin leather belt of burglary =Stats= skylord's drakeskin leather belt of burglary =Stats=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +13 Dex / +7 Wil / +13 Cun / +10 Lck Trap disarming bonus: +28 Stealth bonus: +15 Physical save: +20 Spell save: +20 Mental save: +20 Infravision radius: +6 A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour) =phase door= Serpentine Cloak (10 def, 0 armour) =phase door=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 13 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
elven-silk cloak 'Lisirevena' (16 def, 0 armour) =battlemaster! test= elven-silk cloak 'Lisirevena' (16 def, 0 armour) =battlemaster! test=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Defense: +16 Changes stats: +6 Str / +11 Dex / +7 Wil / +6 Cun / +6 Con Changes damage: +6% temporal Talent mastery: +0.40 Technique / Combat training Physical save: +15 Spell save: -30 Mental save: +6 Stamina each turn: +1.10 Mana each turn: -0.60 Psi when hit: +0.16 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) =all pen 20= Crimson Robe (12 def, 0 armour) =all pen 20=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil 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) =TARDIS= Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =TARDIS=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 Damage when hit (Melee): 10 temporal Changes stats: +5 Mag / +3 Wil 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 15 power out of 25/25) : Effective talent level: 1.7 Power cost: 15 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. |
fearwoven elven-silk robe of life (5 def, 0 armour) =phys pen 20 life= fearwoven elven-silk robe of life (5 def, 0 armour) =phys pen 20 life=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +20% blight Changes resistances penetration: +14% darkness / +20% physical Changes damage: +20% darkness / +17% physical Life regen: +5.40 Maximum life: +100.00 Maximum hate: +15.00 Mindpower: +10 Mental crit. chance: +5% Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) =CPD= Aetherwalk (6 def, 0 armour) =CPD=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Betigavea the pair of voratun boots (0 def, 5 armour) =void spellbinding speed= Betigavea the pair of voratun boots (0 def, 5 armour) =void spellbinding speed=Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Fatigue: +4% Changes stats: +3 Wil / +8 Mag Changes resistances: +30% darkness / +28% temporal Changes resistances penetration: +20% darkness / +15% temporal Spell save: +6 Mental save: +12 Life regen: +0.40 Mana each turn: +0.04 Only die when reaching: -40.00 life Maximum psi: +10.00 Lowers spell cool-downs by: 10% Movement speed: +20% Defense after a teleport: +21 Resist all after a teleport: +21% New effects duration reduction after a teleport: +34% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderransom (10 def, 5 armour) =massive resto= Cinderransom (10 def, 5 armour) =massive resto=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 Ranged Defense: +10 Fatigue: +4% Damage when hit (Melee): 8 blight Changes stats: +9 Str / +9 Con Changes resistances: +12% fire Changes resistances penetration: +15% blight / +5% fire / +15% darkness Changes damage: +12% blight / +3% fire / +8% physical Life regen: +5.20 Healing mod.: +30% Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 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. |
Marduthel the Prismbolt (0 def, 5 armour) =Gain 30= Marduthel the Prismbolt (0 def, 5 armour) =Gain 30=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +6 Cun / +6 Con Changes resistances penetration: +5% temporal Critical mult.: +5.00% Physical save: +23 Spell save: +10 Mental save: +23 Stamina each turn: +1.30 Vim when firing critical spell: +1.00 Maximum stamina: +40.00 Maximum vim: +30.00 Spellpower: +6 Light radius: +4 Damage Shield penetration: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Squalorwire the pair of drakeskin leather boots (0 def, 5 armour) =spellbind mult 20 pen 14= Squalorwire the pair of drakeskin leather boots (0 def, 5 armour) =spellbind mult 20 pen 14=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 blight / 8 nature Changes stats: +5 Wil / +8 Mag Changes resistances penetration: +14% physical Changes damage: +3% blight Critical mult.: +20.00% Spell save: +2 Mana each turn: +0.55 Mana when firing critical spell: +2.00 Maximum mana: +60.00 Spell crit. chance: +8% Lowers spell cool-downs by: 10% Mental crit. chance: +1% A pair of boots made of leather. |
pair of drakeskin leather boots 'Plaguewilter' (9 def, 5 armour) =effects 35 invig arp/crit= pair of drakeskin leather boots 'Plaguewilter' (9 def, 5 armour) =effects 35 invig arp/crit=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 Armour: +5 Defense: +9 Ranged Defense: +8 Fatigue: -5% Effects on melee hit: * Slows global speed by 45% * 30% chance to disease Damage when hit (Melee): 12 nature Changes stats: +1 Mag Changes resistances: +6% nature Stamina each turn: +0.90 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +60.00 Movement speed: +10% Damage Shield penetration: +20% Defense after a teleport: +21 Resist all after a teleport: +10% New effects duration reduction after a teleport: +35% A pair of boots made of leather. |
pair of hardened leather boots 'Unrelin' (0 def, 3 armour) =phys pen 21= pair of hardened leather boots 'Unrelin' (0 def, 3 armour) =phys pen 21=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Armour: +3 Fatigue: -5% Changes stats: +4 Con Changes resistances penetration: +21% physical Physical save: +10 Life regen: +0.60 A pair of boots made of leather. |
Aerylar the Magmaburst (0 def, 2 armour) =effects 30= Aerylar the Magmaburst (0 def, 2 armour) =effects 30=Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 Armour: +2 Damage when hit (Melee): 8 arcane Changes stats: +4 Str Changes resistances penetration: +10% arcane / +15% fire Spell save: +30 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Emomiwe the Pyrestinger (0 def, 9 armour) =restful regen= Emomiwe the Pyrestinger (0 def, 9 armour) =restful regen=Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +4 Armour: +9 Damage when hit (Melee): 8 mind Changes resistances penetration: +10% fire Changes damage: +6% temporal Physical save: +30 Mental save: +13 Life regen: +10.00 Stamina each turn: +3.10 Psi each turn: +0.39 Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum life: +58.00 Maximum stamina: +27.00 Mindpower: +4 When used to modify unarmed attacks: Base power: 36.5 - 51.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (Melee): +16 temporal Burst (radius 2) on crit: +4 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves 2 (0 def, 12 armour) =phys dam 11 cun/dex 13= Gloves 2 (0 def, 12 armour) =phys dam 11 cun/dex 13=Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Armour: +12 Damage (Melee): 14 lightning / 15 physical Changes stats: +6 Str / +13 Dex / +13 Cun Changes resistances: +10% lightning / +1% physical Changes damage: +8% lightning / +11% physical Talent cooldown: Double Strike (-1 turn) Physical save: +15 Maximum life: +30.00 Maximum stamina: +20.00 When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +25 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). On weapon hit: * 20% chance to inflict damage reduction Damage (Melee): +12 darkness Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +15 lightning / +27 physical It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 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. |
Spellhunt Remnants (6 def, 8 armour) =SPELLHUNT!!!= Spellhunt Remnants (6 def, 8 armour) =SPELLHUNT!!!=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% Dex, 40% Str, 40% Cun 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). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to destroy magic in a radius 5 cone, costing 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. You feel proud of having fulfilled this ancient duty. |
Velora the voratun gauntlets (0 def, 8 armour) =gain turn 20 alch= Velora the voratun gauntlets (0 def, 8 armour) =gain turn 20 alch=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to gain 10% of a turn Damage (Melee): 9 acid / 15 light / 10 fire / 10 cold / 10 lightning Changes stats: +5 Mag / +5 Wil Changes resistances: +14% light Changes resistances penetration: +10% temporal Changes damage: +11% light / +12% temporal Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Mental save: +21 Maximum life: +73.00 When used to modify unarmed attacks: Base power: 36.5 - 51.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 15% chance to blind Damage (Melee): +19 ice / +26 acid / +29 fire / +20 lightning Burst (radius 1) on hit: +12 temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Yvussra the voratun gauntlets (0 def, 9 armour) =warmaking effects 20= Yvussra the voratun gauntlets (0 def, 9 armour) =warmaking effects 20=Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +20 Armour: +9 Changes stats: +8 Str Changes resistances: +6% fire Critical mult.: +11.00% Mental save: +15 Poison immunity: +15% Cut immunity: +30% Mana when firing critical spell: +4.00 Maximum life: +80.00 Spell crit. chance: +19% Mental crit. chance: +14% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When used to modify unarmed attacks: Base power: 58.5 - 81.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage Shield penetration (this weapon only): +30% Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of dispersion (0 def, 2 armour) =wil 12 mag 12= alchemist's dwarven-steel gauntlets of dispersion (0 def, 2 armour) =wil 12 mag 12=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 acid / 8 lightning / 8 fire / 12 arcane / 8 cold Changes stats: +12 Wil / +12 Mag Changes resistances: +8% arcane When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +13 ice / +16 lightning / +13 fire / +13 arcane / +18 acid It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Sparkdream' (0 def, 3 armour) =str 10 iron hand= drakeskin leather gloves 'Sparkdream' (0 def, 3 armour) =str 10 iron hand=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 Armour: +3 Damage when hit (Melee): 16 mind / 8 lightning Changes stats: +10 Str / +3 Dex / +2 Mag / +5 Wil / +4 Cun / +10 Con Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +29 Physical save: +29 Spell save: +10 Mental save: +16 Mindpower: +4 When used to modify unarmed attacks: Base power: 33.5 - 36.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +29 physical It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides 21% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady voratun gauntlets of dexterity (+6) (0 def, 3 armour) =acc 41= steady voratun gauntlets of dexterity (+6) (0 def, 3 armour) =acc 41=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 Armour: +3 Changes stats: +6 Dex Physical save: +10 Mental save: +10 When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +23 Armour Penetration: +15 Physical crit. chance: +18.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Eremozilanik' (0 def, 3 armour) =NH += voratun gauntlets 'Eremozilanik' (0 def, 3 armour) =NH +=Requires: - Talent Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 Armour: +3 Damage (Melee): 15 nature Changes stats: +6 Cun / +4 Dex Changes resistances: +6% blight / +10% nature / +15% darkness Changes damage: +11% nature Mana each turn: +0.40 Maximum life: +20.00 Spellpower: +16 Spell crit. chance: +10% Infravision radius: +4 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +15 Physical crit. chance: +21.0% Attack speed: 83% When this weapon hits: Elemental bolt (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness / +19 arcane Burst (radius 2) on crit: +12 nature It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. 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. |
Cloudshear (3 def, 0 armour) =brotherhood mag 26 gain= Cloudshear (3 def, 0 armour) =brotherhood mag 26 gain=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning / 4 temporal Changes stats: +26 Mag / +7 Wil / +9 Con Changes resistances: +5% arcane Changes resistances penetration: +10% lightning / +15% temporal Changes damage: +26% arcane / +3% temporal Spell save: +15 Spellpower: +6 It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Crown of Burning Pain (13 def, 0 armour) =digger= Crown of Burning Pain (13 def, 0 armour) =digger=Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 15 power out of 50/50) : Effective talent level: 2.0 Power cost: 15 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 201.39 fire and 251.73 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Dourparry (11 def, 5 armour) =dex 19= Dourparry (11 def, 5 armour) =dex 19=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 Armour: +5 Defense: +11 Fatigue: +5% Effects on melee hit: * 56% chance to corrode armor Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 light Changes stats: +9 Str / +19 Dex / +10 Cun Changes resistances: +6% darkness Changes resistances penetration: +10% acid Changes damage: +6% acid / +12% darkness / +6% light A cap made of leather. |
Gunudrafast (3 def, 0 armour) =Gain Turn 20 Phys Dam 20= Gunudrafast (3 def, 0 armour) =Gain Turn 20 Phys Dam 20=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +2 Str / +1 Dex / +1 Wil / +4 Con Changes resistances: +20% darkness / +20% physical Changes damage: +19% darkness / +20% physical Grants telepathy: Dragon Demon/Major Demon/Minor Reduces incoming crit damage: 10.00% Mana each turn: +0.40 Psi each turn: +0.29 Maximum hate: +15.00 Spellpower: +5 Spell crit. chance: +6% Mindpower: +16 Mental crit. chance: +11% A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour) =0.2 Time Travel= Un'fezan's Cap (1 def, 0 armour) =0.2 Time Travel=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +1 Changes stats: +8 Cun / +4 Wil Changes resistances: +20% temporal Talent mastery: +0.20 Chronomancy / Time Travel Spellpower: +8 Mindpower: +8 Reduces paradox failures(equivalent to willpower): +10 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 5 turns. At level 4, you may choose the exit location target area (radius 7). The duration will scale with your Paradox. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Xowen the Boltvagrant (3 def, 0 armour) =phys dam 19 mult 20= Xowen the Boltvagrant (3 def, 0 armour) =phys dam 19 mult 20=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes resistances: +30% lightning / +15% physical / +20% darkness / +6% temporal Changes resistances penetration: +5% lightning Changes damage: +20% lightning / +19% physical / +19% darkness Grants telepathy: Dragon Humanoid/Orc Critical mult.: +20.00% Mana each turn: +2.80 Mana when hit: +2.00 Maximum mana: +79.00 Maximum hate: +15.00 Spellpower: +9 Mindpower: +10 Mental crit. chance: +8% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Glimmertyphoon' (3 def, 0 armour) =phys pen 10 dam 15= elven-silk wizard hat 'Glimmertyphoon' (3 def, 0 armour) =phys pen 10 dam 15=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +3 Changes stats: +2 Dex Changes resistances: +20% physical / +15% darkness / +30% light Changes resistances penetration: +10% physical Changes damage: +20% light / +15% physical / +18% arcane / +18% darkness Maximum encumbrance: +30 Only die when reaching: -100.00 life Maximum mana: +110.00 Maximum stamina: +15.00 Maximum hate: +11.00 Mindpower: +9 Mental crit. chance: +5% Light radius: +3 Healing mod.: +10% A pointy cloth hat, very wizardly... |
stabilizing elven-silk wizard hat of earthrunes (3 def, 6 armour) =earthrunes 1= stabilizing elven-silk wizard hat of earthrunes (3 def, 6 armour) =earthrunes 1=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 Changes stats: +6 Con / +8 Wil Physical save: +15 It can be used to activate talent Stone Wall, placing all other charms into a 48 cooldown : Effective talent level: 1.0 Power cost: 48 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 188.35 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
voratun helm 'Phoenixraven' (16 def, 22 armour) =battle cry 2.6= voratun helm 'Phoenixraven' (16 def, 22 armour) =battle cry 2.6=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +22 Defense: +16 Fatigue: +5% Changes stats: +9 Str / +6 Con Changes resistances: +13% all / +3% fire Changes damage: +3% blight / +6% fire Physical save: +44 Mental save: +14 Light radius: +4 Infravision radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 60 power out of 100/100. The very essence of bearness! |
Quiver of Domination (13/20, 24-33.6 power, 8 apr) =reload momentum= Quiver of Domination (13/20, 24-33.6 power, 8 apr) =reload momentum=Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 50% Str, 60% Dex Damage type: Mind Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Axe of Fluffy Evil =Summon!= Axe of Fluffy Evil =Summon!=Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 30 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Cyrutira the Sepsisstake (dig speed 10 turns) =phys pen 25= Cyrutira the Sepsisstake (dig speed 10 turns) =phys pen 25=Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +7 Str / +4 Con Changes resistances: +9% mind / +9% darkness / +18% nature Changes resistances penetration: +10% mind / +25% physical Changes damage: +21% mind Damage affinity(heal): +15% darkness Light radius: +2 Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Erudar (dig speed 7 turns) =Perfect Strike 5.2= Erudar (dig speed 7 turns) =Perfect Strike 5.2=Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 12 arcane Changes stats: +9 Str / +2 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% blight Changes damage: +3% blight / +3% arcane Physical save: +15 Spell save: +15 Mental save: +15 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum life: +126.00 Maximum stamina: +26.00 Spell crit. chance: +3% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 5.2 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +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. |
Tempestbait (dig speed 9 turns) =crit 17 str 17 wil 10= Tempestbait (dig speed 9 turns) =crit 17 str 17 wil 10=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +17.0% Armour: +4 Defense: +8 Fatigue: -10% Damage when hit (Melee): 20 physical Changes stats: +17 Str / +10 Wil Changes resistances: +6% mind / +12% physical Changes damage: +6% lightning Reduces incoming crit damage: 5.00% Physical save: +30 Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Aerabremira' (dig speed 3 turns) =primary digger!= voratun pickaxe 'Aerabremira' (dig speed 3 turns) =primary digger!=Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 Armour: +5 Defense: +8 Changes stats: +4 Cun / +5 Str Changes resistances: +6% acid / +10% physical Changes resistances penetration: +15% acid / +10% arcane Changes damage: +14% fire / +15% mind / +6% arcane Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Mental save: +15 Light radius: +2 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
jade 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Armovon the Dazzledream =mag 7 sp 18 life reg 3.7= Armovon the Dazzledream =mag 7 sp 18 life reg 3.7=Powered by arcane forces Infused by nature Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag / +3 Wil / +5 Con Changes resistances: +15% blight Changes damage: +6% light Mental save: +13 Life regen: +3.70 Mana each turn: +0.32 Spellpower: +18 Light radius: +6 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eclipsewasp =Track!= Eclipsewasp =Track!=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +5% darkness Critical mult.: +5.00% Physical save: +7 Blindness immunity: +30% Confusion immunity: +18% Equilibrium when hit: +0.08 Maximum life: +42.00 Light radius: +6 See stealth: +8 See invisible: +6 Healing mod.: +10% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 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 4, doing 46.79 cold damage and 58.49 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Salurin the Heatquarry =gain turn 40 burgle= Salurin the Heatquarry =gain turn 40 burgle=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +11 Cun Changes resistances: +6% mind / +9% temporal Changes resistances penetration: +5% temporal Changes damage: +6% mind / +3% fire Mental save: +11 Mindpower: +11 Mental crit. chance: +9% Light radius: -1 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Stormspire =disrupting track 5= Stormspire =disrupting track 5=Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 blight / 8 temporal / 12 lightning Changes resistances: +24% blight / +3% all Changes damage: +3% temporal Spell save: +15 Blindness immunity: +47% Confusion immunity: +30% Maximum life: +80.00 Light radius: +10 See stealth: +23 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
piercing alchemist's lamp of corpselight =unlife= piercing alchemist's lamp of corpselight =unlife=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Changes resistances: +9% blight / +11% darkness Changes resistances penetration: +11% all Spellpower: +5 Spell crit. chance: +5% Light radius: +5 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 27 blight damage or heals 30 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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% chance 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 toll 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 that it stinks. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 1.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) 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 6 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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
garnet 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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 15 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 are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Dazzlewend [power 4] (6 cooldown) =Clear mind 4 sil gain 40= Dazzlewend [power 4] (6 cooldown) =Clear mind 4 sil gain 40=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 24 mind / 4 light Changes resistances penetration: +5% mind / +5% temporal Changes damage: +15% mind Talent cooldown: Silence (+10 turn) Talent granted: +10 Silence Light radius: +2 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
Hathyyakhad [power 66] (18 cooldown) =effects 35 port= Hathyyakhad [power 66] (18 cooldown) =effects 35 port=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +12% mind Maximum wards: +3 physical / +4 mind / +5 darkness Changes resistances penetration: +10% arcane Talent granted: +1 Ward Critical mult.: +5.00% Mental save: +6 Confusion immunity: +5% Stun/Freeze immunity: +15% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +35% It can be used to teleport randomly (rad 66), placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
Hettugund the iron torque of kinetic psionic shield [power 25] (12 cooldown) =phys dam 18= Hettugund the iron torque of kinetic psionic shield [power 25] (12 cooldown) =phys dam 18=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes damage: +18% physical Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, placing all other charms into a 12 cooldown. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of kinetic psionic shield [power 217] (20 cooldown) =kinetic shield 217= overpowered stralite torque of kinetic psionic shield [power 217] (20 cooldown) =kinetic shield 217=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 217 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Cyrynor the Charire [power 250] (12 cooldown) =tentacle heal ward= Cyrynor the Charire [power 250] (12 cooldown) =tentacle heal ward=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 4 mind / 8 fire Changes resistances: +15% acid / +9% mind / +9% light Maximum wards: +5 acid / +5 nature / +5 light Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Reduces incoming crit damage: 10.00% It can be used to heal the target for 250, placing all other charms into a 12 cooldown. When used: 100% chance to regenerate 13 stamina. Natural totems are made by powerful wilders to store nature power. |
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: +20% blight / +20% nature Changes damage: +20% 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. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of cure ailments 'Nimbuswrack' [power 4] (6 cooldown) =temp dam 24= dragonbone totem of cure ailments 'Nimbuswrack' [power 4] (6 cooldown) =temp dam 24=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn * 15% chance to daze Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +10% lightning / +5% arcane Changes damage: +24% temporal It can be used to remove up to 4 poisons or diseases from the target, placing all other charms into a 6 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Tulitofang the dragonbone wand of trap destruction [power 298] (25 cooldown) =sp on crit 8= Tulitofang the dragonbone wand of trap destruction [power 298] (25 cooldown) =sp on crit 8=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Wil Physical save: +10 Equilibrium when hit: +0.16 Mana when firing critical spell: +3.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% Mindpower: +2 It can be used to try to disarm traps in a line (disarm power 298), placing all other charms into a 25 cooldown. When used: 100% chance to regenerate 32 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of clairvoyance 'Xyrenne' [power 18] (6 cooldown) =volcano 5 strike 5= dragonbone wand of clairvoyance 'Xyrenne' [power 18] (6 cooldown) =volcano 5 strike 5=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +3 Str Talents granted: +5 Strike +5 Volcano Critical mult.: +5.00% Spell save: +20 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +10.00 Spellpower: +6 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 18), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of firewall 'Gloomknave' [power 621] (6 cooldown) =temp pen 25= dragonbone wand of firewall 'Gloomknave' [power 621] (6 cooldown) =temp pen 25=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +12% temporal Changes resistances penetration: +5% acid / +25% temporal Changes damage: +9% temporal / +12% arcane / +9% darkness Talent cooldown: Void Blast (+6 turn) Talent granted: +5 Void Blast It can be used to creates a wall of flames lasting for 4 turns (dam 621 overall), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 19 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Stition Warden the Shalore Temporal Warden level 45
59th Dusk 124th year of Ascendancy at 02:47 see stats
By Stition Warden the Shalore Temporal Warden level 50
50th Dusk 125th year of Ascendancy at 12:04 see stats
By Stition Warden the Shalore Temporal Warden level 45
57th Dusk 124th year of Ascendancy at 08:06 see stats
By Stition Warden the Shalore Temporal Warden level 50
70th Regrowth 125th year of Ascendancy at 22:53 see stats
By Stition Warden the Shalore Temporal Warden level 50
60th Regrowth 125th year of Ascendancy at 09:50 see stats
By Stition Warden the Shalore Temporal Warden level 34
53rd Dusk 123rd year of Ascendancy at 20:14 see stats
By Stition Warden the Shalore Temporal Warden level 8
7th Dusk 122nd year of Ascendancy at 17:30 see stats
By Stition Warden the Shalore Temporal Warden level 50
14th Pyre 125th year of Ascendancy at 03:14 see stats
By Stition Warden the Shalore Temporal Warden level 47
25th Haze 124th year of Ascendancy at 15:33 see stats
By Stition Warden the Shalore Temporal Warden level 42
49th Pyre 124th year of Ascendancy at 11:13 see stats
By Stition Warden the Shalore Temporal Warden level 50
34th Haze 126th year of Ascendancy at 12:11 see stats
By Stition Warden the Shalore Temporal Warden level 45
59th Dusk 124th year of Ascendancy at 06:21 see stats
By Stition Warden the Shalore Temporal Warden level 38
74th Haze 123rd year of Ascendancy at 07:13 see stats
By Stition Warden the Shalore Temporal Warden level 22
3rd Allure 123rd year of Ascendancy at 03:10 see stats
By Stition Warden the Shalore Temporal Warden level 31
1st Dusk 123rd year of Ascendancy at 00:21 see stats
By Stition Warden the Shalore Temporal Warden level 41
34th Pyre 124th year of Ascendancy at 05:40 see stats
By Stition Warden the Shalore Temporal Warden level 50
17th Pyre 125th year of Ascendancy at 18:16 see stats
By Stition Warden the Shalore Temporal Warden level 27
21st Pyre 123rd year of Ascendancy at 04:12 see stats
By Stition Warden the Shalore Temporal Warden level 50
10th Decay 126th year of Ascendancy at 00:51 see stats
By Stition Warden the Shalore Temporal Warden level 10
17th Dusk 122nd year of Ascendancy at 19:23 see stats
By Stition Warden the Shalore Temporal Warden level 20
73rd Haze 122nd year of Ascendancy at 15:22 see stats
By Stition Warden the Shalore Temporal Warden level 30
60th Pyre 123rd year of Ascendancy at 10:42 see stats
By Stition Warden the Shalore Temporal Warden level 40
8th Allure 124th year of Ascendancy at 02:22 see stats
By Stition Warden the Shalore Temporal Warden level 50
7th Regrowth 125th year of Ascendancy at 09:41 see stats
By Stition Warden the Shalore Temporal Warden level 50
48th Dusk 126th year of Ascendancy at 20:58 see stats
By Stition Warden the Shalore Temporal Warden level 33
30th Dusk 123rd year of Ascendancy at 19:18 see stats
By Stition Warden the Shalore Temporal Warden level 50
41st Regrowth 126th year of Ascendancy at 05:03 see stats
By Stition Warden the Shalore Temporal Warden level 50
2nd Summertide 125th year of Ascendancy at 08:45 see stats
By Stition Warden the Shalore Temporal Warden level 48
78th Haze 124th year of Ascendancy at 23:55 see stats
By Stition Warden the Shalore Temporal Warden level 50
16th Regrowth 126th year of Ascendancy at 20:07 see stats
By Stition Warden the Shalore Temporal Warden level 23
2nd Regrowth 123rd year of Ascendancy at 22:41 see stats
By Stition Warden the Shalore Temporal Warden level 33
30th Dusk 123rd year of Ascendancy at 19:19 see stats
By Stition Warden the Shalore Temporal Warden level 35
73rd Dusk 123rd year of Ascendancy at 02:17 see stats
By Stition Warden the Shalore Temporal Warden level 41
35th Pyre 124th year of Ascendancy at 12:49 see stats
By Stition Warden the Shalore Temporal Warden level 42
59th Pyre 124th year of Ascendancy at 07:29 see stats
By Stition Warden the Shalore Temporal Warden level 26
76th Regrowth 123rd year of Ascendancy at 03:54 see stats
By Stition Warden the Shalore Temporal Warden level 50
52nd Regrowth 125th year of Ascendancy at 14:57 see stats
By Stition Warden the Shalore Temporal Warden level 50
73rd Pyre 126th year of Ascendancy at 21:28 see stats
By Stition Warden the Shalore Temporal Warden level 50
9th Pyre 126th year of Ascendancy at 10:45 see stats
By Stition Warden the Shalore Temporal Warden level 12
20th Dusk 122nd year of Ascendancy at 08:30 see stats
By Stition Warden the Shalore Temporal Warden level 50
2nd Summertide 125th year of Ascendancy at 08:45 see stats
By Stition Warden the Shalore Temporal Warden level 14
52nd Dusk 122nd year of Ascendancy at 13:36 see stats
By Stition Warden the Shalore Temporal Warden level 20
80th Haze 122nd year of Ascendancy at 12:08 see stats
By Stition Warden the Shalore Temporal Warden level 50
73rd Pyre 125th year of Ascendancy at 08:11 see stats
By Stition Warden the Shalore Temporal Warden level 24
23rd Regrowth 123rd year of Ascendancy at 08:48 see stats
By Stition Warden the Shalore Temporal Warden level 34
65th Dusk 123rd year of Ascendancy at 03:55 see stats
By Stition Warden the Shalore Temporal Warden level 27
23rd Pyre 123rd year of Ascendancy at 06:47 see stats
By Stition Warden the Shalore Temporal Warden level 44
56th Dusk 124th year of Ascendancy at 12:08 see stats
By Stition Warden the Shalore Temporal Warden level 50
36th Dusk 125th year of Ascendancy at 10:25 see stats
Log
Resting starts...
Stition Warden is no longer evading attacks.
Stition Warden stops taking damage received in the past.
Stition Warden is moving less freely.
Talent Invigorate is ready to use.
Stition Warden is no longer surging arcane power.
Stition Warden's skin returns to normal.
Stition Warden's temporal ward fades
Talent Timeless is ready to use.
Talent Infusion: Movement is ready to use.
Talent Grace of the Eternals is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Ward is ready to use.
Talent Momentum is ready to use.
Rested for 42 turns (stop reason: all resources and life at maximum).
Stition Warden wears(replacing): Glintbolt the pair of drakeskin leather boots (10 def, 5 armour) =effects 30 strife 3=.
Resting starts...
Rested for 23 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Stition Warden casts Dimensional Step.
Stition Warden is out of phase.
Resting starts...
Stition Warden retunes the fabric of spaceime.
Talent Dimensional Step is ready to use.
Stition Warden is no longer out of phase.
Rested for 13 turns (stop reason: all resources and life at maximum).