Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 50 / 1650% |
| Size | medium |
| Lifes / Deaths | Killed by golem (servant of Alchemist) at level 50 on the 10th Mirth 125th year of Ascendancy at 14:26 / 2Killed by Tannen at level 50 on the 10th Mirth 125th year of Ascendancy at 15:51 |
Primary Stats
| Strength | 93 (base 53) |
| Dexterity | 34 (base 13) |
| Constitution | 50 (base 14) |
| Magic | 91 (base 65) |
| Willpower | 37 (base 8) |
| Cunning | 96 (base 61) |
Resources
| Life | 1134/1134 |
| Mana | 594/594 |
| Psi | 127/127 |
| Paradox | 170 |
| Healing Factor | 1.38 |
| Regeneration | 7.245 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +42.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 38 |
| Crit Chance | 31% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 38 |
| Crit Chance | 48% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71.75 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43.433333333333 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +52% |
| Blight | +27% |
| Physical | +5% |
| Cold | +20% |
| All | 0% |
| Lightning | +3% |
| Light | +22% |
| Mind | +6% |
| Fire | +50% |
| Darkness | +31% |
Offense: Damage Penetration
| Darkness | +20% |
| Temporal | +10% |
| Physical | +15% |
| Acid | +30% |
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 31 (80%) |
| Defense | 29.7 |
| Ranged Defense | 29.7 |
| Fatigue | 1 |
| Physical Save | 40.683333333333 |
| Spell Save | 32.4 |
| Mental Save | 48.183333333333 |
Defense: Resistances
| Acid | + 47%( 80%) |
| Physical | + 28%( 75%) |
| Cold | + 53%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 35%( 70%) |
| Fire | + 30%( 70%) |
| Arcane | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 13% for 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. Also while Heroism is active, you will only die when reaching -747 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 735 damage for 7 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1337% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1053% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Infusion | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Fire alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Spell / Staff combat | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 0.90 |
| 2/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Lightning Infusion |
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. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 4473. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 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 within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Requires: - Level 15 Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 10 power out of 18/18) : Effective talent level: 4.0 Power cost: 10 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. This item has been sent to the Item's Vault. |
| Quiver | 83 alchemist diamond 83 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Hettinik the elven-silk wizard hat (3 def, 0 armour) Hettinik the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +5 Cun / +15 Wil Damage when the wearer hits(melee): 4 mind Changes resistances: +6% temporal / +30% cold Changes damage: +6% mind / +20% cold / +24% acid Mindpower: +6 It can be used to activate talent Hateful Whisper, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 15/15. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 111 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +10% physical / +20% acid Changes resistances cap: +5% physical / +10% acid Changes resistances penetration: +15% physical / +15% acid Changes damage: +5% physical / +10% acid Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | Shockclash [power 8] (4 cooldown) Shockclash [power 8] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 fire Changes resistances: +3% lightning / +3% fire Changes resistances penetration: +20% lightning Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast It can be used to light the area (rad 8), placing all other charms into a 4 cooldown. When used: 200% chance to regenerate 6 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring 1 Ring 1Requires: - Level 35 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 Physical power: +14 Defense: +10 Changes stats: +10 Str / +10 Dex / +1 Wil / +10 Con Damage when the wearer hits(melee): 6 arcane Damage when the wearer is hit: 8 temporal Changes resistances: +3% acid Changes damage: +3% acid Stun/Freeze immunity: +50% Life regen: +3.20 Vim when firing critical spell: +2.00 Movement speed: +14% New effects duration reduction after a teleport: +10% It can be used to activate talent Blinding Speed, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 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 27% for 5 turns. Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | Acid Pen Acid PenCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +25 Fatigue: -9% Changes stats: +10 Str / +10 Cun / +10 Con Damage when the wearer hits(melee): 2 acid Damage when the wearer is hit: 4 acid Changes resistances: +17% temporal Changes resistances penetration: +15% acid Changes damage: +3% lightning Maximum encumbrance: +40 Hate when firing a critical mind attack: +3.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 20%. Rings can have magical properties. |
| Around neck | grounding voratun amulet of soulsearing grounding voratun amulet of soulsearingRequires: - Level 35 Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +28% lightning Changes damage: +15% fire / +12% blight Critical mult.: +19.00% Stun/Freeze immunity: +50% Spellpower: +15 Amulets can have magical properties. This item has been sent to the Item's Vault. |
| In main hand | Telos's Staff (Top Half) (35-42 power, 0 apr, fire damage) Telos's Staff (Top Half) (35-42 power, 0 apr, fire damage)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 Spellpower: +30 Spell crit. chance: +15% The top part of Telos's broken staff. This item has been sent to the Item's Vault. |
| Around waist | spiritwalker's drakeskin leather belt of carrying spiritwalker's drakeskin leather belt of carryingRequires: - Level 35 Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +5 Mag Maximum encumbrance: +43 Mana each turn: +0.57 Maximum mana: +46.00 A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In off hand | Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical 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: +25 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 26 power out of 50/50) : Effective talent level: 2.0 Power cost: 26 out of 50/50. Range: 6.00 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 21.13 acid and 17.66 blight damage. If not cleared after five turns it will inflict 292.49 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 deads. This dagger serves evil. This item has been sent to the Item's Vault. |
| Cloak | SP on crit (3 def, 0 armour) SP on crit (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Str / +3 Wil / +4 Con Changes resistances penetration: +20% darkness / +10% temporal Changes damage: +16% darkness / +12% light Stealth bonus: +25 Physical save: +12 Mental save: +15 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 Spell crit. chance: +4% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying voratun mail armour of Eyal (diamond) (5 def, 10 armour) fortifying voratun mail armour of Eyal (diamond) (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +12 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +12 Con Life regen: +1.80 Maximum life: +200.00 Healing mod.: +28% A suit of armour made of mail. This item has been sent to the Item's Vault. |
Inventory
heroism infusion of the duelist (+12 for 12 turns, die at -666) heroism infusion of the duelist (+12 for 12 turns, die at -666)Requires: - Level 15 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: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 12 turns. Also while Heroism is active, you will only die when reaching -666 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. This item has been sent to the Item's Vault. |
heroism infusion of the sneak (+19 for 9 turns, die at -818) heroism infusion of the sneak (+19 for 9 turns, die at -818)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: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. Also while Heroism is active, you will only die when reaching -818 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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 wizard (46 nature damage, 20% healing reduction) insidious poison infusion of the wizard (46 nature damage, 20% 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: 5.00 Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 54.69 nature damage per turns for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (936% speed; 7 turns) movement infusion of the warrior (936% speed; 7 turns)Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 936% 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 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. This item has been sent to the Item's Vault. |
movement infusion of the wizard (911% speed; 6 turns) movement infusion of the wizard (911% speed; 6 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: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 911% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 678 over 5 turns) regeneration infusion of the wizard (heal 678 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 678 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. |
wild infusion (resist 20%; cure mental, physical) wild infusion (resist 20%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 20% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 236 for 5 turns) Rune of Reflection (absorb and reflect 236 for 5 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 236 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune (374 acid damage; power 29; dur 3) acid wave rune (374 acid damage; power 29; dur 3)Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 5, doing 373.92 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 29 for 3 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. This item has been sent to the Item's Vault. |
acid wave rune of the duelist (350 acid damage; power 24; dur 3) acid wave rune of the duelist (350 acid damage; power 24; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 5, doing 349.90 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 24 for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 10. 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 titan (range 10) controlled phase door rune of the titan (range 10)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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
frozen spear rune (370 cold damage) frozen spear rune (370 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 369.60 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
frozen spear rune (370 cold damage) frozen spear rune (370 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 369.60 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (636 fire damage) heat beam rune of the sneak (636 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8.00 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 635.70 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (618 fire damage) heat beam rune of the wizard (618 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9.00 Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 617.70 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 (power 9 for 7 turns) invisibility rune (power 9 for 7 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 9) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 warrior (power 21 for 9 turns) invisibility rune of the warrior (power 21 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 21) 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 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. |
lightning rune (370 lightning damage) lightning rune (370 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: 9.00 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 123.26 to 369.77 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (229 lightning damage) lightning rune of the sneak (229 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 76.49 to 229.48 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (440 lightning damage) lightning rune of the wizard (440 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 146.53 to 439.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1673% regen over 10 turns; 84 instant mana) manasurge rune of the sneak (1673% regen over 10 turns; 84 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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1673% over 10 turns and instantly restoring 84 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 psychic (range 10; power 39; dur 5) phase door rune of the psychic (range 10; power 39; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 571 for 8 turns) shielding rune of the psychic (absorb 571 for 8 turns)Requires: - Level 15 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 571 damage for 8 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. This item has been sent to the Item's Vault. |
shielding rune of the sneak (absorb 647 for 6 turns) shielding rune of the sneak (absorb 647 for 6 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: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 647 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 137) teleportation rune of the duelist (range 137)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 137 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 140) teleportation rune of the sneak (range 140)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 140 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 147) teleportation rune of the wizard (range 147)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 147 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. |
teleportation rune of the wizard (range 167) teleportation rune of the wizard (range 167)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 167 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 16; see animal) vision rune (radius 17; dur 16; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 19) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any animal around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the sneak (radius 14; dur 20; see humanoid) vision rune of the sneak (radius 14; dur 20; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 31) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any humanoid around. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. 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 19 power out of 60/60) : Effective talent level: 2.0 Power cost: 19 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 20% 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. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. 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. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 7 power out of 48/48) : Effective talent level: 4.0 Power cost: 7 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 192.65 physical damage in a radius 7 cone in front of you. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Pendent of the Sun and Moons Pendent of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% darkness / +10% light Changes resistances cap: +5% darkness / +5% light Changes resistances penetration: +15% darkness / +15% light Changes damage: +8% darkness / +8% light Spellpower: +8 Spell crit. chance: +5% It can be used to activate talent Circle of Sanctity (costing 19 power out of 60/60) : Effective talent level: 3.0 Power cost: 19 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendent depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 5 % chance to confuse Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +24% mind Mental save: +32 Confusion immunity: -100% Mindpower: +7 It can be used to activate talent Inner Demons (costing 21 power out of 32/32) : Effective talent level: 3.0 Power cost: 21 out of 32/32. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 8 turns, there's a 13% chance that the a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance will be doubled, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 Spell crit. chance: +6% It can be used to unleash a destructive wail, costing 38 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 38 power out of 60/60) : Effective talent level: 1.6 Power cost: 38 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +80% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 No force can hope to silence the wearer of this amulet. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% It can be used to activate talent Wormhole (costing 13 power out of 20/20) : Effective talent level: 4.0 Power cost: 13 out of 20/20. Range: 12.00 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 8 turns. At level 4, you may choose the exit location target area (radius 4). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
anchoring voratun amulet of mastery (0.38 Technique / Combat training) anchoring voratun amulet of mastery (0.38 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +24% temporal Talent mastery: +0.38 Technique / Combat training Knockback immunity: +40% Amulets can have magical properties. |
archmage's stralite amulet of the fish archmage's stralite amulet of the fishPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% cold Changes damage: +7% fire / +8% cold / +6% lightning / +8% acid Allows you to breathe in: water Spellpower: +6 Spell crit. chance: +6% Amulets can have magical properties. |
archmage's voratun amulet archmage's voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +6% fire / +7% cold / +5% lightning / +6% acid Spellpower: +4 Spell crit. chance: +5% Amulets can have magical properties. |
archmage's voratun amulet of soulsearing archmage's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +20% fire / +7% cold / +7% lightning / +6% acid / +13% blight Critical mult.: +16.00% Spellpower: +19 Spell crit. chance: +6% Amulets can have magical properties. |
clarifying voratun amulet of mastery (0.40 Cunning / Survival) clarifying voratun amulet of mastery (0.40 Cunning / Survival)Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% mind Talent mastery: +0.40 Cunning / Survival Confusion immunity: +50% Amulets can have magical properties. This item has been sent to the Item's Vault. |
clarifying voratun amulet of soulsearing clarifying voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% mind Changes damage: +15% fire / +15% blight Critical mult.: +18.00% Confusion immunity: +41% Spellpower: +15 Amulets can have magical properties. |
clarifying voratun amulet of teleportation clarifying voratun amulet of teleportationPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +25% mind Confusion immunity: +32% Teleport immunity: +50% It can be used to teleports your randomly (rad 38), placing all other charms into a 10 cooldown. Amulets can have magical properties. |
grounding voratun amulet of mastery (0.40 Spell / Explosive admixtures) grounding voratun amulet of mastery (0.40 Spell / Explosive admixtures)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% lightning Talent mastery: +0.40 Spell / Explosive admixtures Stun/Freeze immunity: +21% Amulets can have magical properties. |
insulating voratun amulet of mastery (0.40 Spell / Golemancy) insulating voratun amulet of mastery (0.40 Spell / Golemancy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% fire / +27% cold Talent mastery: +0.40 Spell / Golemancy Amulets can have magical properties. |
insulating voratun amulet of mastery (0.40 Spell / Stone alchemy) insulating voratun amulet of mastery (0.40 Spell / Stone alchemy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +25% fire / +20% cold Talent mastery: +0.40 Spell / Stone alchemy Amulets can have magical properties. |
mindweaver's voratun amulet of cunning (+14) mindweaver's voratun amulet of cunning (+14)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +14 Cun Mental save: +12 Confusion immunity: +24% Mindpower: +15 Amulets can have magical properties. |
protective voratun amulet of mastery (0.40 Corruption / Hexes) protective voratun amulet of mastery (0.40 Corruption / Hexes)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Defense: +7 Talent mastery: +0.40 Corruption / Hexes Physical save: +19 Amulets can have magical properties. |
savior's stralite amulet of healing savior's stralite amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +12 Spell save: +12 Mental save: +12 Cut immunity: +70% Healing mod.: +23% It can be used to activate talent Heal, placing all other charms into a 51 cooldown : Effective talent level: 3.0 Power cost: 51 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 289 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
shielding voratun amulet of mastery (0.40 Spell / Staff combat) shielding voratun amulet of mastery (0.40 Spell / Staff combat)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +13% light Talent mastery: +0.40 Spell / Staff combat Blindness immunity: +33% Amulets can have magical properties. |
vitalizing voratun amulet of mastery (0.40 Spell / Fire alchemy) vitalizing voratun amulet of mastery (0.40 Spell / Fire alchemy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Talent mastery: +0.40 Spell / Fire alchemy Physical save: +9 Life regen: +1.30 Maximum life: +65.00 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet of manastreaming voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Mana each turn: +0.38 Maximum mana: +39.00 Amulets can have magical properties. |
voratun amulet of mastery (0.40 Spell / Advanced-golemancy) voratun amulet of mastery (0.40 Spell / Advanced-golemancy)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.40 Spell / Advanced-golemancy Amulets can have magical properties. |
voratun amulet of mastery (0.40 Spell / Fire alchemy) voratun amulet of mastery (0.40 Spell / Fire alchemy)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.40 Spell / Fire alchemy Amulets can have magical properties. |
wanderer's stralite amulet wanderer's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +7 Cun / +7 Con Amulets can have magical properties. |
wanderer's voratun amulet of mastery (0.32 Spell / Infusion) wanderer's voratun amulet of mastery (0.32 Spell / Infusion)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Cun / +10 Con Talent mastery: +0.32 Spell / Infusion Amulets can have magical properties. |
warmaker's voratun amulet of mastery (0.40 Technique / Combat training) warmaker's voratun amulet of mastery (0.40 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +9 Dex / +9 Wil Talent mastery: +0.40 Technique / Combat training Amulets can have magical properties. |
warmaker's voratun amulet of strength (+18) warmaker's voratun amulet of strength (+18)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +18 Str / +9 Dex / +10 Wil Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Hadusin HadusinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +10 Physical power: +30 Defense: +9 Changes stats: +10 Str / +10 Con Damage when the wearer is hit: 12 mind Critical mult.: +5.00% Stun/Freeze immunity: +45% Life regen: +3.10 Psi when hit: +0.16 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +8 It can be used to activate talent Disengage, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. 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% It can be used to activate talent Bind (costing 19 power out of 30/30) : Effective talent level: 2.0 Power cost: 19 out of 30/30. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 6 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nimbusmark the voratun ring Nimbusmark the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +20 Defense: +20 Changes stats: +3 Mag / +8 Wil / +7 Cun Damage when the wearer hits(melee): 4 lightning Changes resistances: +6% blight Changes damage: +3% lightning Mental save: +15 Confusion immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +15 Defense after a teleport: +10 It can be used to activate talent Disengage, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Warcries +0.30 Technique / Shield offense +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Archery prowess +0.30 Technique / Archery training +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. |
Tarrygas TarrygasPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag Damage when the wearer hits(melee): 4 arcane / 2 acid Changes resistances: +14% physical / +5% arcane Changes damage: +14% physical / +3% arcane / +3% acid Spell save: +14 Mental save: +11 Confusion immunity: +41% Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 38 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +7% physical / +15% arcane / +7% fire / +7% cold / +7% lightning Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +18 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +5 It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 194.94 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Xerelrassra the voratun ring Xerelrassra the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +21 Armour penetration: +10 Defense: +18 Changes stats: +2 Mag Maximum encumbrance: +30 Mental save: +12 Disarm immunity: +38% Confusion immunity: +50% Pinning immunity: +43% Knockback immunity: +49% Light radius: +3 See invisible: +6 Movement speed: +15% It can be used to activate talent Disengage, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
conjurer's stralite ring of arcane power conjurer's stralite ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +6 Wil Spellpower: +24 Rings can have magical properties. |
conjurer's stralite ring of clarity conjurer's stralite ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +6 Wil Mental save: +12 Confusion immunity: +44% Spellpower: +13 Rings can have magical properties. |
conjurer's voratun ring of arcane power conjurer's voratun ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Spellpower: +25 Rings can have magical properties. |
conjurer's voratun ring of frost (+40%) conjurer's voratun ring of frost (+40%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Changes resistances: +40% cold Changes damage: +20% cold Spellpower: +11 Rings can have magical properties. |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 Changes stats: +6 Str / +10 Con Rings can have magical properties. |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 Changes stats: +7 Str / +8 Con Rings can have magical properties. |
marksman's stralite ring of the mountain (+17%) marksman's stralite ring of the mountain (+17%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 Changes stats: +7 Dex Changes resistances: +17% physical Changes damage: +17% physical Rings can have magical properties. |
marksman's voratun ring of darkness (+36%) marksman's voratun ring of darkness (+36%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Changes stats: +6 Dex Changes resistances: +36% darkness Changes damage: +18% darkness Rings can have magical properties. |
marksman's voratun ring of fire (+30%) marksman's voratun ring of fire (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Changes stats: +6 Dex Changes resistances: +30% fire Changes damage: +15% fire Rings can have magical properties. |
marksman's voratun ring of lightning (+34%) marksman's voratun ring of lightning (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Changes stats: +6 Dex Changes resistances: +34% lightning Changes damage: +17% lightning Rings can have magical properties. |
marksman's voratun ring of time (+14%) marksman's voratun ring of time (+14%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Changes stats: +5 Dex Changes resistances: +14% temporal Changes damage: +14% temporal Rings can have magical properties. |
painweaver's voratun ring of corrosion (+34%) painweaver's voratun ring of corrosion (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 Changes resistances: +34% acid Changes damage: +17% acid Spellpower: +9 Mindpower: +10 Rings can have magical properties. |
psionicist's voratun ring of nature (+40%) psionicist's voratun ring of nature (+40%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Changes resistances: +40% nature Changes damage: +20% nature Mental save: +18 Rings can have magical properties. |
rogue's voratun ring of aether (+18%) rogue's voratun ring of aether (+18%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 Changes stats: +7 Cun Changes resistances: +18% arcane Changes damage: +18% arcane Rings can have magical properties. |
rogue's voratun ring of corrosion (+36%) rogue's voratun ring of corrosion (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 Changes stats: +6 Cun Changes resistances: +36% acid Changes damage: +18% acid Rings can have magical properties. |
rogue's voratun ring of light (+28%) rogue's voratun ring of light (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 Changes stats: +5 Cun Changes resistances: +28% light Changes damage: +14% light Rings can have magical properties. |
rogue's voratun ring of misery rogue's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +34 Changes stats: +17 Cun Hate when firing a critical mind attack: +3.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 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 30%. Rings can have magical properties. |
savior's voratun ring of light (+40%) savior's voratun ring of light (+40%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% light Changes damage: +20% light Physical save: +14 Spell save: +13 Mental save: +13 Rings can have magical properties. |
solipsist's stralite ring of aether (+18%) solipsist's stralite ring of aether (+18%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +7 Wil Changes resistances: +18% arcane Changes damage: +18% arcane Mindpower: +12 Rings can have magical properties. |
solipsist's voratun ring of blight (+20%) solipsist's voratun ring of blight (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Changes resistances: +20% blight Changes damage: +20% blight Mindpower: +11 Rings can have magical properties. |
solipsist's voratun ring of corrosion (+40%) solipsist's voratun ring of corrosion (+40%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +8 Wil Changes resistances: +40% acid Changes damage: +20% acid Mindpower: +13 Rings can have magical properties. |
solipsist's voratun ring of misery solipsist's voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +18 Cun / +7 Wil Hate when firing a critical mind attack: +3.00 Mindpower: +11 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 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 40%. Rings can have magical properties. |
titan's voratun ring of the mind (+15%) titan's voratun ring of the mind (+15%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Con Changes resistances: +15% mind Changes damage: +15% mind Physical save: +16 Rings can have magical properties. |
titan's voratun ring of the mountain (+14%) titan's voratun ring of the mountain (+14%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +14% physical Changes damage: +14% physical Physical save: +12 Rings can have magical properties. |
treant's voratun ring of lightning (+12%) treant's voratun ring of lightning (+12%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% nature / +40% lightning Changes damage: +20% lightning Physical save: +11 Poison immunity: +25% Disease immunity: +16% Rings can have magical properties. |
voratun ring 'Eluta' voratun ring 'Eluta'Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +10 Defense: +9 Fatigue: -10% Changes stats: +9 Cun / +9 Dex Damage when the wearer hits(melee): 6 blight Damage when the wearer is hit: 8 blight / 8 temporal Changes resistances: +15% nature / +3% temporal Changes damage: +3% blight / +12% temporal Maximum encumbrance: +40 Physical save: +12 Poison immunity: +25% Disease immunity: +21% It can be used to activate talent Disengage, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring of focus voratun ring of focusCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances penetration: +10% physical It can be used to activate talent Greater Weapon Focus, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 24% chance to deal another, similar, blow for 9 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.70 Maximum life: +90.00 Healing mod.: +15% Rings can have magical properties. |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.70 Maximum life: +95.00 Healing mod.: +28% Rings can have magical properties. |
voratun ring of speed voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +5 Defense: +7 Movement speed: +10% It can be used to activate talent Blinding Speed, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 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 27% for 5 turns. Rings can have magical properties. |
voratun ring of time (+16%) voratun ring of time (+16%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +16% temporal Changes damage: +16% temporal Rings can have magical properties. |
warrior's stralite ring of blight (+18%) warrior's stralite ring of blight (+18%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +9 Str Changes resistances: +18% blight Changes damage: +18% blight Rings can have magical properties. |
warrior's stralite ring of lightning (+36%) warrior's stralite ring of lightning (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +36% lightning Changes damage: +18% lightning Rings can have magical properties. |
warrior's voratun ring of arcana(+0.19/turn) warrior's voratun ring of arcana(+0.19/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +8 Str Silence immunity: +31% Mana each turn: +0.19 Rings can have magical properties. |
wizard's gold ring of physical power wizard's gold ring of physical power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +4 Mag Spell save: +8 Rings can have magical properties. |
wizard's gold ring of tenacity wizard's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +21% Rings can have magical properties. |
wizard's voratun ring of perseverance wizard's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Spell save: +20 Stun/Freeze immunity: +50% Life regen: +3.40 Rings can have magical properties. |
wizard's voratun ring of perseverance wizard's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag Spell save: +14 Stun/Freeze immunity: +41% Life regen: +1.60 Rings can have magical properties. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical 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 7 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. |
Umbral Razor (20-26 power, 10 apr) Umbral Razor (20-26 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 15% Mag, 35% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 It can be used to activate talent Invoke Darkness (costing 6 power out of 10/10) : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 10.00 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 189.01 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. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +12 Physical crit. chance: +34.0% Attack speed: 100% Special effect when this weapon crits: grows in power Special effect when this weapon kills: grows dramatically in power Damage when this weapon hits: +18 drain life When wielded/worn: Changes damage: +5% blight Critical mult.: +60.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 22% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 Maximum psi: +20.00 Mindpower: +14 Mental crit. chance: +8% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% It can be used to activate talent Inertial Shot (costing 6 power out of 8/8) : Effective talent level: 3.0 Power cost: 6 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.. |
Gravitational Staff (30-36 power, 8 apr, gravity pin damage) Gravitational Staff (30-36 power, 8 apr, gravity pin damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +12% temporal Talent masteries: +0.20 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 9 power out of 14/14) : Effective talent level: 3.0 Power cost: 9 out of 14/14. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spells center and inflicts 112.57 physical damage. This deals 50% extra damage to pinned targets, in addition to the knockback. The damage dealt will scale with your Paradox and Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases, costing 7 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage) Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Maximum mana: +0.00 Spellpower: +20 It can be used to activate talent Arcane Supremacy (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. This item has been sent to the Item's Vault. |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage when this weapon hits: +20 nature / +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 38 power out of 150/150) : Effective talent level: 3.0 Power cost: 38 out of 150/150. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 248.41. The damage will increase with your Spellpower. The power of the tides rushing through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Skeletal Claw (19-20.9 power, 8 apr) Skeletal Claw (19-20.9 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 19.0 - 20.9 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 80% Damage when this weapon hits: +15 bleed Burst (radius 2) on crit: +20 bleed Talent on hit(spell): Bone Grab (10% chance level 1). It can be used to activate talent Bone Grab (costing 16 power out of 24/24) : Effective talent level: 2.0 Power cost: 16 out of 24/24. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 85.18 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. This item has been sent to the Item's Vault. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Glorowen GlorowenPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 temporal Changes resistances penetration: +10% blight / +10% temporal Changes damage: +6% temporal / +9% blight A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. This item has been sent to the Item's Vault. |
Polebregatira PolebregatiraCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Defense: +10 Changes stats: +3 Cun / +3 Wil Critical mult.: +11.00% Stealth bonus: +12 Mental save: +18 Mana when firing critical spell: +2.00 Maximum life: +63.00 Mindpower: +2 Damage Shield penetration: +10% A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
balancing drakeskin leather belt of containment balancing drakeskin leather belt of containmentCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 Physical crit. chance: +5.0% Changes stats: +6 Dex / +6 Cun / +9 Con Physical save: +13 Maximum stamina: +38.00 A belt that goes around your waist. |
Isarakira (3 def, 0 armour) Isarakira (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +2 Cun / +2 Wil Changes resistances: +3% darkness Critical mult.: +20.00% Disarm immunity: +15% Confusion immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 32 power out of 50/50) : Effective talent level: 1.0 Power cost: 32 out of 50/50. Range: 7.00 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 121.13 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item's Vault. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 Defense: +6 Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 Blindness immunity: +50% Spellpower: +30 See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. This item has been sent to the Item's Vault. |
Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Changes stats: +6 Cun / +6 Mag Damage when the wearer is hit: 18 fire Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Galebreeze (0 def, 4 armour) Galebreeze (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when the wearer is hit: 12 lightning Changes resistances: +15% lightning Changes resistances penetration: +15% lightning / +5% mind Changes damage: +9% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of spellbinding (0 def, 4 armour) traveler's pair of dwarven-steel boots of spellbinding (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +4 Mag Maximum encumbrance: +29 Spell save: +4 Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour) wanderer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Con / +5 Mag Physical save: +15 Spell save: +6 Mental save: +8 Lowers spell cool-downs by: 10% A pair of boots made of leather. |
wanderer's pair of voratun boots of strife (0 def, 5 armour) wanderer's pair of voratun boots of strife (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Con / +3 Wil Physical save: +15 Mental save: +13 Mindpower: +6 It can be used to activate talent Blindside, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 6.00 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 27 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 11 power out of 24/24) : Effective talent level: 4.0 Power cost: 11 out of 24/24. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Yaremas the voratun gauntlets (0 def, 3 armour) Yaremas the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 Armour penetration: +19 Armour: +3 Changes stats: +9 Cun / +10 Dex Damage when the wearer hits(melee): 40 mind / 39 darkness Changes resistances: +17% mind Mental save: -5 Disease immunity: +10% Stun/Freeze immunity: +15% Life regen: +1.30 Stamina each turn: +2.00 Maximum stamina: +40.00 Mindpower: +10 New effects duration reduction after a teleport: +20% It can be used to activate talent Steady Shot, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
blighted dwarven-steel gauntlets of dispersion (0 def, 2 armour) blighted dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +6 Mag Damage when the wearer hits(melee): 7 blight Changes resistances: +5% arcane / +7% blight Changes damage: +3% blight It can be used to activate talent Disperse Magic, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 10.00 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. |
heroic drakeskin leather gloves of dispersion (0 def, 9 armour) heroic drakeskin leather gloves of dispersion (0 def, 9 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +10 Mag Changes resistances: +10% arcane Mental save: +15 Maximum life: +79.00 It can be used to activate talent Disperse Magic, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 10.00 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
heroic drakeskin leather gloves of the starseeker (0 def, 9 armour) heroic drakeskin leather gloves of the starseeker (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +5 Cun / +6 Mag Changes resistances: +10% darkness / +10% light Mental save: +15 Maximum life: +70.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 13 cooldown : Effective talent level: 1.0 Power cost: 13 out of 20/20. Range: 6.00 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 103.22 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Olymas' (0 def, 7 armour) voratun gauntlets 'Olymas' (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Damage when the wearer hits(melee): 12 darkness / 16 mind Changes resistances: +8% darkness / +8% mind Changes resistances penetration: +15% mind Changes damage: +8% darkness / +7% mind Mental save: +11 Mana when firing critical spell: +2.00 Maximum life: +80.00 Maximum vim: +20.00 Damage Shield penetration: +10% New effects duration reduction after a teleport: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 6 power out of 10/10) : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Inflicts 96.47 mind damage and cripples the target's higher mental functions, reducing cunning by 10 and confusing (20% power) the target for 3 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Demonsting the cashmere wizard hat (2 def, 0 armour) Demonsting the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Ranged Defense: +2 Changes stats: +7 Cun / +8 Wil Changes resistances: +9% lightning / +6% darkness Mindpower: +12 Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +4% A pointy cloth hat, very wizardly... |
Eye of the Forest (4 def, 0 armour) Eye of the Forest (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +6 Cun / +3 Wil Changes resistances: +10% blight Changes resistances cap: +10% blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% It can be used to activate talent Earth's Eyes (costing 32 power out of 50/50) : Effective talent level: 2.0 Power cost: 32 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 19 power out of 30/30) : Effective talent level: 3.0 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 66.08 light damage within radius 4. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 4 When wielded/worn: Defense: +2 Damage when the wearer hits(melee): 10 % chance to cause a gloom effect Changes resistances: +15% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 Mindpower: +10 Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
eldritch elven-silk wizard hat of knowledge (3 def, 0 armour) eldritch elven-silk wizard hat of knowledge (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Cun / +5 Wil Mana each turn: +2.60 Mana when hit: +3.00 Maximum mana: +99.00 Mindpower: +6 It can be used to activate talent Manaflow, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
leafwalker's drakeskin leather cap of the bounder (0 def, 5 armour) leafwalker's drakeskin leather cap of the bounder (0 def, 5 armour)Requires: - Level 35 Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex Changes resistances: +15% nature Spell save: +8 Maximum life: +110.00 Healing mod.: +26% A cap made of leather. This item has been sent to the Item's Vault. |
werebeast's voratun helm of precognition (6 def, 5 armour) werebeast's voratun helm of precognition (6 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 Armour: +5 Defense: +6 Fatigue: +5% Changes stats: +3 Str / +4 Dex / +9 Cun / +5 Con Changes resistances: -38% light Life regen: +2.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lelandur the Healmight (diamond) (5 def, 10 armour) Lelandur the Healmight (diamond) (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +8 Str / +6 Dex / +5 Mag / +21 Wil / +23 Cun / +7 Con Damage when the wearer hits(melee): 6 blight Changes resistances: +6% nature Mental save: +68 A suit of armour made of mail. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 30 fire / 15 light Damage when the wearer hits(ranged): 30 fire / 15 light Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +15% fire / +10% light Changes damage: +5% light / +10% all / +20% fire Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 8 power out of 16/16) : Effective talent level: 4.0 Power cost: 8 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 231.14 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Zanathel the Shinetrail (5 def, 8 armour) Zanathel the Shinetrail (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Damage when the wearer is hit: 15 physical Changes resistances: +19% cold Changes damage: +30% mind / +6% light Maximum life: +55.00 A suit of armour made of leather. |
reinforced iron shield of the earth (4 def, 12 armour, 45.5 block) reinforced iron shield of the earth (4 def, 12 armour, 45.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +12 Armour Hardiness: +5% Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block It can be used to activate talent Stone Wall, placing all other charms into a 26 cooldown : Effective talent level: 5.0 Power cost: 26 out of 40/40. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 12 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 247.63 physical dmage. Duration and damage will improve with your Spellpower. Handheld deflection devices |
51 alchemist onyx 51 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
274 alchemist lapis lazuli 274 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
319 alchemist topaz 319 alchemist topaz0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
12 topaz 12 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 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
bloodhexed voratun pickaxe (dig speed 10 turns) bloodhexed voratun pickaxe (dig speed 10 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +9 Str It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +10% blight Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +10 Con Changes resistances: +10% blight Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. 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 51 power out of 150/150) : Effective talent level: 4.0 Power cost: 51 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 42.07 cold damage and 36.81 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 26 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Heart Crystal HeartRequires: - Level 35 Powered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. This item has been sent to the Item's Vault. |
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 7 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. |
36 alchemist bloodstone 36 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
196 alchemist garnet 196 alchemist garnet0.00 Encumbrance. Type: alchemist-gem / red ; tier 3 When used as an alchemist bomb: Life regen 5% of max life 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 128 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 (4/4) Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 16 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Suntide of thermal psionic shield [power 161] (13 cooldown) Suntide of thermal psionic shield [power 161] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +1 Str / +1 Mag / +3 Con Damage when the wearer is hit: 8 arcane / 12 fire Changes resistances: +9% fire Light radius: +3 It can be used to setup a psionic shield, reducing all fire and cold damage by 161 for 6 turns, placing all other charms into a 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of mindblast [power 553] (6 cooldown) overpowered voratun torque of mindblast [power 553] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a beam (dam 276-553), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of psychoportation [power 53] (19 cooldown) quiet stralite torque of psychoportation [power 53] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to teleport randomly (rad 53), placing all other charms into a 19 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of clear mind [power 4] (13 cooldown) warded stralite torque of clear mind [power 4] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +3 physical / +5 mind / +5 darkness Talent granted: +1 Ward 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 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
Burntrencher of thorny skin [power 69] (13 cooldown) Burntrencher of thorny skin [power 69] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Str Damage when the wearer hits(melee): 2 darkness Damage when the wearer is hit: 8 fire Grants telepathy: Demon/Minor Demon/Major See invisible: +3 It can be used to hardens the skin for 6 turns increasing armour by 69 and armour hardiness by 60%, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
Harurak of cure poisons [power 4] (13 cooldown) Harurak of cure poisons [power 4] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +2 Wil Changes resistances: +6% acid Light radius: +3 Infravision radius: +2 See invisible: +9 It can be used to removes up to 4 poisons from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled elven-wood totem of cure illness [power 3] (13 cooldown) tentacled elven-wood totem of cure illness [power 3] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to removes up to 3 diseases from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled elven-wood totem of thorny skin [power 69] (13 cooldown) tentacled elven-wood totem of thorny skin [power 69] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to hardens the skin for 6 turns increasing armour by 69 and armour hardiness by 60%, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded elven-wood totem of cure poisons [power 4] (13 cooldown) warded elven-wood totem of cure poisons [power 4] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Maximum wards: +4 nature / +4 acid / +4 light Talent granted: +1 Ward It can be used to removes up to 4 poisons from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded yew totem of cure illness [power 3] (13 cooldown) warded yew totem of cure illness [power 3] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +4 nature / +4 acid / +4 light Talent granted: +1 Ward It can be used to removes up to 3 diseases from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
webbed dragonbone totem of cure illness [power 4] (13 cooldown) webbed dragonbone totem of cure illness [power 4] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +5 Lay Web It can be used to removes up to 4 diseases from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
striking yew wand of conjuration [power 295] (4 cooldown) striking yew wand of conjuration [power 295] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +4 Strike It can be used to fire a bolt of a random element (dam 148-295), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking yew wand of firewall [power 145] (4 cooldown) striking yew wand of firewall [power 145] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +3 Strike It can be used to creates a wall of flames lasting for 4 turns (dam 145 overall), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void dragonbone wand of conjuration [power 385] (4 cooldown) void dragonbone wand of conjuration [power 385] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +4 Void Blast It can be used to fire a bolt of a random element (dam 192-385), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic elven-wood wand of lightning [power 237] (4 cooldown) volcanic elven-wood wand of lightning [power 237] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +5 Volcano It can be used to fire a beam of lightning (dam 79-237), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of firewall [power 325] (4 cooldown) warded dragonbone wand of firewall [power 325] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +5 fire / +3 cold / +2 lightning / +4 blight / +5 temporal Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 325 overall), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of lightning [power 300] (4 cooldown) warded dragonbone wand of lightning [power 300] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 fire / +4 cold / +5 lightning / +4 blight / +3 temporal Talent granted: +1 Ward It can be used to fire a beam of lightning (dam 100-300), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 19 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. This item has been sent to the Item's Vault. |
elven-silk cloak 'Duathelorder' (12 def, 13 armour) elven-silk cloak 'Duathelorder' (12 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +12 Changes stats: +8 Str / +7 Con Damage when the wearer hits(melee): 8 darkness Damage when the wearer is hit: 12 darkness Changes resistances: +25% fire / +25% cold / +6% darkness / +25% light Changes resistances penetration: +10% fire Changes damage: +12% darkness / +3% fire Stealth bonus: +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Achievements
A dangerous secret (Insane difficulty)
Found the mysterious staff and told Last Hope about it.By Alchemist the Cornac Alchemist level 41
58th Dusk 123rd year of Ascendancy at 03:06 see stats
A different point of view (Insane difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alchemist the Cornac Alchemist level 50
22nd Haze 124th year of Ascendancy at 13:49 see stats
Against all odds (Insane difficulty)
Killed Ukruk in the ambush.By Alchemist the Cornac Alchemist level 41
56th Dusk 123rd year of Ascendancy at 12:29 see stats
Anti-Antimagic! (Insane difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Alchemist the Cornac Alchemist level 50
41st Regrowth 124th year of Ascendancy at 20:55 see stats
Arachnophobia (Insane difficulty)
Destroyed the spydric menace.By Alchemist the Cornac Alchemist level 50
1st Time of Balance 124th year of Ascendancy at 07:10 see stats
Are you out of your mind?! (Insane difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Alchemist the Cornac Alchemist level 45
73rd Haze 123rd year of Ascendancy at 05:45 see stats
Atamathoned! (Insane difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Alchemist the Cornac Alchemist level 50
7th Haze 124th year of Ascendancy at 20:34 see stats
Back and there again (Insane difficulty)
Opened a portal to the Far East from Maj'Eyal.By Alchemist the Cornac Alchemist level 50
10th Mirth 125th year of Ascendancy at 19:51 see stats
Brave new world (Insane difficulty)
Went to the Far East and took part in the war.By Alchemist the Cornac Alchemist level 44
60th Haze 123rd year of Ascendancy at 06:04 see stats
Bringer of Doom (Insane difficulty)
Killed a Bringer of Doom.By Alchemist the Cornac Alchemist level 42
46th Haze 123rd year of Ascendancy at 12:00 see stats
Destroyer of the creation (Insane difficulty)
Killed Slasul.By Alchemist the Cornac Alchemist level 50
63rd Pyre 125th year of Ascendancy at 16:29 see stats
Destroyer's bane (Insane difficulty)
Killed Golbug the Destroyer.By Alchemist the Cornac Alchemist level 43
54th Haze 123rd year of Ascendancy at 11:40 see stats
Dragon's Greed (Insane difficulty)
Amassed 8000 gold pieces.By Alchemist the Cornac Alchemist level 33
55th Pyre 123rd year of Ascendancy at 00:46 see stats
Earth Master (Insane difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Alchemist the Cornac Alchemist level 29
45th Pyre 123rd year of Ascendancy at 07:55 see stats
Exterminator (Insane difficulty)
Killed 1000 creatures.By Alchemist the Cornac Alchemist level 22
56th Haze 122nd year of Ascendancy at 16:31 see stats
Eye of the storm (Insane difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alchemist the Cornac Alchemist level 26
77th Regrowth 123rd year of Ascendancy at 13:23 see stats
Flooder (Insane difficulty)
Defeated Ukllmswwik while doing his own quest.By Alchemist the Cornac Alchemist level 50
64th Pyre 125th year of Ascendancy at 03:09 see stats
Gem of the Moon (Insane difficulty)
Completed the Master Jeweler quest with Limmir.By Alchemist the Cornac Alchemist level 50
73rd Pyre 124th year of Ascendancy at 16:20 see stats
Genocide (Insane difficulty)
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Alchemist the Cornac Alchemist level 50
69th Regrowth 124th year of Ascendancy at 17:16 see stats
Guiding Hand (Insane difficulty)
Saved all escorted adventurers.By Alchemist the Cornac Alchemist level 42
48th Haze 123rd year of Ascendancy at 20:28 see stats
Home sweet home (Insane difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alchemist the Cornac Alchemist level 25
79th Haze 122nd year of Ascendancy at 13:38 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Alchemist the Cornac Alchemist level 47
73rd Haze 123rd year of Ascendancy at 20:05 see stats
Level 10 (Insane difficulty)
Got a character to level 10.By Alchemist the Cornac Alchemist level 10
44th Dusk 122nd year of Ascendancy at 13:01 see stats
Level 20 (Insane difficulty)
Got a character to level 20.By Alchemist the Cornac Alchemist level 20
45th Haze 122nd year of Ascendancy at 17:01 see stats
Level 30 (Insane difficulty)
Got a character to level 30.By Alchemist the Cornac Alchemist level 30
45th Pyre 123rd year of Ascendancy at 07:55 see stats
Level 40 (Insane difficulty)
Got a character to level 40.By Alchemist the Cornac Alchemist level 40
53rd Dusk 123rd year of Ascendancy at 20:39 see stats
Level 50 (Insane difficulty)
Got a character to level 50.By Alchemist the Cornac Alchemist level 50
22nd Regrowth 124th year of Ascendancy at 05:21 see stats
Pest Control (Insane difficulty)
Killed 1000 reproducing vermin.By Alchemist the Cornac Alchemist level 34
60th Pyre 123rd year of Ascendancy at 11:50 see stats
Race through fire (Insane difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Alchemist the Cornac Alchemist level 50
36th Haze 124th year of Ascendancy at 19:55 see stats
Rescuer of the lost (Insane difficulty)
Rescued the merchant from the assassin lord.By Alchemist the Cornac Alchemist level 37
22nd Dusk 123rd year of Ascendancy at 02:41 see stats
Size is everything (Insane difficulty)
Did over 1500 damage in one attack.By Alchemist the Cornac Alchemist level 40
55th Dusk 123rd year of Ascendancy at 23:43 see stats
Size matters (Insane difficulty)
Did over 600 damage in one attack.By Alchemist the Cornac Alchemist level 27
3rd Pyre 123rd year of Ascendancy at 20:23 see stats
Sliders (Insane difficulty)
Activated a portal using the Orb of Many Ways.By Alchemist the Cornac Alchemist level 44
55th Haze 123rd year of Ascendancy at 06:04 see stats
The Arena (Insane difficulty)
Unlocked Arena mode.By Alchemist the Cornac Alchemist level 10
45th Dusk 122nd year of Ascendancy at 10:29 see stats
The secret city (Insane difficulty)
Discovered the truth about mages.By Alchemist the Cornac Alchemist level 13
68th Dusk 122nd year of Ascendancy at 12:28 see stats
There and back again (Insane difficulty)
Opened a portal to Maj'Eyal from the Far East.By Alchemist the Cornac Alchemist level 48
8th Regrowth 124th year of Ascendancy at 20:45 see stats
Treasure Hoarder (Insane difficulty)
Amassed 3000 gold pieces.By Alchemist the Cornac Alchemist level 27
5th Pyre 123rd year of Ascendancy at 15:46 see stats
Treasure Hunter (Insane difficulty)
Amassed 1000 gold pieces.By Alchemist the Cornac Alchemist level 25
79th Haze 122nd year of Ascendancy at 15:06 see stats
Unstoppable (Insane difficulty)
Returned from the dead.By Alchemist the Cornac Alchemist level 50
10th Mirth 125th year of Ascendancy at 14:26 see stats
Vampire crusher (Insane difficulty)
Destroyed the Master in its lair of the Dreadfell.By Alchemist the Cornac Alchemist level 40
55th Dusk 123rd year of Ascendancy at 19:59 see stats
Log
You gain 460.00 gold from the transmogrification of 23 pearl.
You gain 560.00 gold from the transmogrification of 35 amber.
You gain 12.00 gold from the transmogrification of quartz.
You gain 24.00 gold from the transmogrification of 2 garnet.
Talent Command Staff is ready to use.
There is a teleportation circle to the surface here (press '' or right click to use).
Alchemist uses Infusion: Movement.
Alchemist is moving freely.
Alchemist prepares for the next kill!.
Saving done.
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving done.
Saving done.
Saving game...
Resting starts...
Alchemist slows down.
Alchemist is moving less freely.
Rested for 9 turns (stop reason: all resources and life at maximum).
Talent Infusion: Movement is ready to use.
