Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Spellsword |
Level / Exp | 50 / 2740% |
Size | medium |
Lifes / Deaths | Killed by Borins the halfling at level 27 on the 52nd Haze 122nd year of Ascendancy at 23:08 3 / 4Killed by elven cultist at level 28 on the 62nd Haze 122nd year of Ascendancy at 11:35 Killed by Elandar at level 50 on the 10th Regrowth 124th year of Ascendancy at 17:35 Killed by Elandar at level 50 on the 10th Regrowth 124th year of Ascendancy at 21:00 |
Primary Stats
Strength | 94 (base 60) |
Dexterity | 81 (base 60) |
Constitution | 59 (base 10) |
Magic | 99 (base 66) |
Willpower | 23 (base 10) |
Cunning | 56 (base 30) |
Resources
Life | 1325/1325 |
Mana | 508/508 |
Stamina | 324/324 |
Positive | 197/197 |
Healing Factor | 1.4209606986898 |
Regeneration | 7.0337554585146 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 14 |
See Stealth | 64.308559597209 |
See Invisible | 63.308559597209 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 226 |
Accuracy | 71 |
Crit Chance | 49% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 73 |
Crit Chance | 25% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 71.268591263744 (100%) |
Defense | 35 |
Ranged Defense | 40 |
Fatigue | 29 |
Physical Save | 46 |
Spell Save | 53 |
Mental Save | 38 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 10% |
Blind Resistance | 96% |
Silence Resistance | 21% |
Bleed Resistance | 25% |
Pinning Resistance | 92% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 81% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 693 damage for 6 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 705 damage for 6 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 661 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Spell / Lifetide | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Blazebrand | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Windcutter | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Spell / Stoneshield | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Martial mastery | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Arcane veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You failed to protect the repented thief from death by Islulralle the orc master assassin. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by Gowen the master vampire. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 2792. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of hardened leather boots of spellbinding (0 def, 3 armour) undeterred pair of hardened leather boots of spellbinding (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag Spell save: +4 (+2 eff.) Silence immunity: +21% Confusion immunity: +28% Stun/Freeze immunity: +29% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Light source | Shadetide ShadetidePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness / 34 fire Changes resistances: +3% darkness / +14% fire Changes resistances penetration: +5% darkness Changes damage: +15% darkness Blindness immunity: +34% Confusion immunity: +17% Light radius: +7 See stealth: +13 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] 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 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 64.46 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Morbusgrinder (dig speed 13 turns) Morbusgrinder (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Fatigue: -9% Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str / +4 Dex Changes resistances: +22% darkness / +3% cold Changes damage: +6% nature Damage affinity(heal): +15% darkness Spell save: +6 (+2 eff.) Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 20% chance to blind Damage (Melee): 35 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 35 light Changes stats: +7 Str / +7 Con Changes resistances penetration: +15% physical Physical save: +12 (+4 eff.) Stun/Freeze immunity: +38% Life regen: +3.20 Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum stamina: +15.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Ulinaridurand the stralite ring Ulinaridurand the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +2.0% Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +9 Cun / +2 Con Changes resistances penetration: +10% physical Spell save: +14 (+5 eff.) Blindness immunity: +32% Hate when firing a critical mind attack: +3.00 Maximum stamina: +30.00 Maximum hate: +12.00 Infravision radius: +5 See stealth: +16 See invisible: +21 Healing mod.: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around neck | voratun amulet 'Xalrarin' voratun amulet 'Xalrarin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +19 Fatigue: -9% Changes stats: +8 Dex / +2 Wil / +8 Cun / +9 Con Changes resistances: +30% temporal Critical mult.: +23.00% Spell save: +20 (+7 eff.) Cut immunity: +25% Pinning immunity: +50% Knockback immunity: +50% Teleport immunity: +10% Life regen: +1.50 Stamina each turn: +1.50 Spellpower on spell critical (stacks up to 3 times): +8 Movement speed: +10% Amulets can have magical properties. |
In main hand | Haluntir the voratun mace (47.5-66.5 power, 6 apr) Haluntir the voratun mace (47.5-66.5 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +30 ice When wielded/worn: Physical crit. chance: +15.0% Physical power: +11 (+1 eff.) Armour: +15 Changes stats: +1 Str / +3 Dex / +3 Mag / +3 Cun / +5 Con Changes resistances penetration: +13% physical / +13% cold Disarm immunity: +29% Infravision radius: +3 Blunt and deadly. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+6 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | The Ward (12 def, 3 armour, 62.5-75 power, 189 block) The Ward (12 def, 3 armour, 62.5-75 power, 189 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.5 - 75.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +189 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +20 acid / +8 fire / +16 light Burst (radius 2) on crit: +12 acid When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 19% chance to corrode armour by 30% * 40% chance to blind Damage when hit (Melee): 8 acid / 8 fire Changes stats: +6 Mag / +13 Con Changes resistances: +20% light / +47% acid Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +5 cold Grants telepathy: Humanoid/Orc Talents granted: +1 Ward +5 Block Light radius: +2 Handheld deflection devices. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 36 power out of 35/60) : Effective talent level: 1.4 Power cost: 36 out of 35/60. Range: melee/personal 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 155.12 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | Lustreoracle (7 def, 13 armour) Lustreoracle (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +4 Str / +5 Con Changes resistances: +11% acid / +13% physical / +13% cold / +13% lightning / +21% fire Changes damage: +12% fire / +9% light / +30% mind Talent cooldown: Rush (-5 turns) Disarm immunity: +36% Stun/Freeze immunity: +36% Knockback immunity: +31% Light radius: +3 A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 278) healing infusion of the duelist (heal 278)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 291) healing infusion of the warrior (heal 291)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 291 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the warrior (heal 284) healing infusion of the warrior (heal 284)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 284 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the wizard (heal 301) healing infusion of the wizard (heal 301)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 301 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+22 for 13 turns, die at -1093) heroism infusion of the wizard (+22 for 13 turns, die at -1093)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 13 turns. While Heroism is active, you will only die when reaching -1093 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+20 for 11 turns, die at -794) heroism infusion of the wizard (+20 for 11 turns, die at -794)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -794 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 11 turns, die at -769) heroism infusion of the wizard (+19 for 11 turns, die at -769)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -769 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 (816% speed; 7 turns) movement infusion of the warrior (816% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% 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. |
movement infusion of the wizard (823% speed; 7 turns) movement infusion of the wizard (823% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 823% 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. 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 sneak (heal 591 over 5 turns) regeneration infusion of the sneak (heal 591 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 591 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 713 over 5 turns) regeneration infusion of the warrior (heal 713 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 713 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 29%; cure mental, physical) wild infusion (resist 29%; 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 (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 29% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 26%; cure magical, mental) wild infusion of the psychic (resist 26%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 28%; cure mental) wild infusion of the psychic (resist 28%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 16%; cure mental) wild infusion of the psychic (resist 16%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 28%; cure mental) wild infusion of the sneak (resist 28%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 29%; cure magical) wild infusion of the sneak (resist 29%; cure magical)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 31%; cure physical) wild infusion of the titan (resist 31%; cure 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 28%; cure magical) wild infusion of the warrior (resist 28%; cure magical)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 28%; cure physical) wild infusion of the wizard (resist 28%; cure 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 34%; cure mental) wild infusion of the wizard (resist 34%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
controlled phase door rune of the duelist (range 14) controlled phase door rune of the duelist (range 14)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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. 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. |
invisibility rune of the duelist (power 17 for 9 turns) invisibility rune of the duelist (power 17 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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 17) 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 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. |
manasurge rune of the duelist (1913% regen over 10 turns; 96 instant mana) manasurge rune of the duelist (1913% regen over 10 turns; 96 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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1913% for 10 turns and instantly restoring 96 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1624% regen over 10 turns; 81 instant mana) manasurge rune of the warrior (1624% regen over 10 turns; 81 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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1624% for 10 turns and instantly restoring 81 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 631 for 7 turns) shielding rune of the titan (absorb 631 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 631 damage for 7 turns. 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. |
shielding rune of the warrior (absorb 582 for 5 turns) shielding rune of the warrior (absorb 582 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 582 damage for 5 turns. 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. |
shielding rune of the wizard (absorb 432 for 5 turns) shielding rune of the wizard (absorb 432 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 432 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Arcminister the voratun amulet Arcminister the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +6 Mag Changes resistances: +5% arcane / +6% blight Changes damage: +9% lightning / +7% temporal / +8% light / +17% physical / +9% arcane / +7% darkness Talent mastery: +0.40 Spell / Windcutter Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Combat speed: +10% Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. 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. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Halihek the voratun amulet Halihek the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+5 eff.) Fatigue: -12% Changes stats: +3 Dex / +6 Cun / +6 Con Changes resistances cap: +7% all Reduces incoming crit damage: 18.00% Physical save: +24 (+8 eff.) Mental crit. chance: +3% Infravision radius: +3 Amulets can have magical properties. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Defense: +10 (+5 eff.) Damage when hit (Melee): 34 darkness Changes resistances: +5% all Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets can have magical properties. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Changes resistances: +5% all Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +60% Amulets can have magical properties. |
Lorunik the steel amulet Lorunik the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes stats: +4 Wil Changes resistances: +12% nature / +3% physical Spell save: +9 (+3 eff.) Poison immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +25% Amulets can have magical properties. |
Obsidianknight ObsidianknightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 20 darkness Changes stats: +5 Cun / +2 Wil Changes resistances: +24% light / +26% darkness Changes resistances penetration: +10% darkness Critical mult.: +15.00% Blindness immunity: +41% Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 18 power out of 60/60) : Effective talent level: 3.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Phoenixblur PhoenixblurInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +30% fire / +14% mind Changes resistances penetration: +20% fire Changes damage: +12% lightning Confusion immunity: +28% Amulets can have magical properties. |
Ravenlord RavenlordCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +12 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 mind Changes stats: +5 Dex / +7 Con Changes damage: +7% physical Maximum stamina: +10.00 Combat speed: +10% Amulets can have magical properties. |
Rootglamour RootglamourInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +11% physical / +5% arcane / +30% fire Changes damage: +12% nature Stamina each turn: +0.80 Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) It can be used to activate talent Inner Demons (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 13% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, 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 within your mind. |
Silolaith the gold amulet Silolaith the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -6% Changes stats: +5 Dex / +9 Cun / +3 Con Changes damage: +5% physical Critical mult.: +5.00% Life regen: +0.30 Stamina each turn: +0.40 Psi when hit: +0.04 Maximum mana: +60.00 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Duathelsteel' gold amulet 'Duathelsteel'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +9 Cun / +6 Con Changes resistances penetration: +20% darkness Mental save: +39 (+14 eff.) Life regen: +1.00 Stamina each turn: +1.00 Psi when hit: +0.20 Hate when firing a critical mind attack: +5.00 Movement speed: +10% Amulets can have magical properties. |
grounding voratun amulet grounding voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% lightning Stun/Freeze immunity: +47% Amulets can have magical properties. |
stralite amulet 'Burnbutcher' stralite amulet 'Burnbutcher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight / 12 fire / 12 lightning Changes resistances: +26% lightning / +38% fire / +6% blight Changes resistances penetration: +32% fire Changes damage: +12% lightning / +9% fire Stun/Freeze immunity: +44% Amulets can have magical properties. |
voratun amulet 'Alyruildir' voratun amulet 'Alyruildir'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +5 Wil / +5 Mag Changes damage: +7% acid / +7% fire / +6% cold / +7% lightning Critical mult.: +10.00% Physical save: +19 (+7 eff.) Spell save: +22 (+7 eff.) Mental save: +20 (+7 eff.) Life regen: +2.80 Mana each turn: +0.08 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% 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 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Alarion the Eclipsewaker Alarion the EclipsewakerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 arcane Changes resistances: +9% darkness Changes resistances penetration: +25% darkness / +15% arcane Changes damage: +9% darkness / +12% arcane Stun/Freeze immunity: +38% Life regen: +2.50 Rings can have magical properties. |
Blazeroar the stralite ring Blazeroar the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +12% lightning / +36% fire Changes resistances penetration: +25% lightning Changes damage: +21% lightning / +18% fire Light radius: +3 Rings can have magical properties. |
Ce'Nadhevea the gold ring Ce'Nadhevea the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Con Changes resistances: +24% acid / +3% temporal Changes damage: +12% acid Spell save: +43 (+13 eff.) Life regen: +0.80 Maximum life: +64.00 Maximum stamina: +22.00 Healing mod.: +15% Rings can have magical properties. |
Cleansesin the gold ring Cleansesin the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 nature Changes stats: +4 Mag / +3 Wil / +6 Con Changes damage: +6% nature Grants telepathy: Demon/Minor Demon/Major Mental save: +11 (+4 eff.) Confusion immunity: +36% Light radius: +3 Rings can have magical properties. |
Cloudvice the voratun ring Cloudvice the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +8 Wil / +8 Cun / +6 Con Changes resistances: +12% darkness / +9% lightning Changes resistances penetration: +10% lightning / +10% darkness Changes damage: +6% lightning Spell save: +33 (+10 eff.) Disarm immunity: +49% Pinning immunity: +50% Knockback immunity: +43% Maximum life: +47.00 Maximum stamina: +40.00 Mindpower: +14 (+7 eff.) Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 eff.) 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. |
Hyrain the Fireumbra Hyrain the FireumbraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Fatigue: -12% Damage when hit (Melee): 12 fire Changes stats: +9 Dex Changes resistances: +21% fire Changes damage: +6% fire Spellpower: +9 (+3 eff.) Mindpower: +11 (+5 eff.) Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Islynor the Glittersmasher Islynor the GlittersmasherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to blind Changes resistances: +18% light Changes resistances penetration: +15% light / +33% fire Changes damage: +24% light Life regen: +1.90 Maximum life: +99.00 Light radius: +3 Healing mod.: +30% Rings can have magical properties. |
Kindlemalice the gold ring Kindlemalice the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +5 Cun Changes resistances: +9% light Mental save: +6 (+3 eff.) Disarm immunity: +28% Pinning immunity: +31% Knockback immunity: +33% Maximum life: +30.00 Light radius: +2 Rings can have magical properties. |
Lightbrand LightbrandPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind * 20% chance to disease Damage when hit (Melee): 4 blight / 4 arcane Changes resistances: +18% light Changes resistances penetration: +10% light Changes damage: +6% light / +9% blight Blindness immunity: +38% Infravision radius: +5 See stealth: +17 See invisible: +17 Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+6 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Oloharadunasin OloharadunasinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +3 Str / +3 Mag / +9 Cun / +4 Con Maximum encumbrance: +31 See invisible: +9 Rings can have magical properties. |
Radiancerend RadiancerendPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Armour: +6 Effects on melee hit: * 30% chance to blind Changes resistances: +9% light Blindness immunity: +28% Maximum life: +40.00 Infravision radius: +4 See stealth: +11 See invisible: +9 Rings can have magical properties. |
Relgazilasta the Venomonslaught Relgazilasta the VenomonslaughtPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 arcane Changes resistances: +5% arcane / +6% nature Changes damage: +12% fire / +6% nature / +18% arcane Blindness immunity: +50% Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Runykalthogolar the gold ring Runykalthogolar the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Str / +3 Wil / +10 Cun Changes resistances: +32% cold Changes damage: +16% cold Infravision radius: +3 See invisible: +18 Rings can have magical properties. |
Searvortex the steel ring Searvortex the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 fire Changes resistances: +26% acid / +30% fire Changes damage: +13% acid / +6% darkness Rings can have magical properties. |
Shimmerstreak ShimmerstreakInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 31% Changes resistances: +18% acid / +36% nature / +5% arcane Changes resistances penetration: +20% lightning Changes damage: +18% nature Spell save: +30 (+9 eff.) Rings can have magical properties. |
Skywolf the steel ring Skywolf the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Str / +6 Con Changes resistances: +15% blight / +12% lightning Changes resistances penetration: +20% lightning / +10% blight Mana when firing critical spell: +3.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +2% Rings can have magical properties. |
Splendourwind the steel ring Splendourwind the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight / 12 temporal Changes stats: +6 Mag / +5 Wil Changes resistances: +9% blight Changes damage: +12% temporal Spellpower: +9 (+3 eff.) Light radius: +3 Rings can have magical properties. |
Sunlace the steel ring Sunlace the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes damage: +6% light Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +9% Light radius: +2 Rings can have magical properties. |
Xanykira the gold ring Xanykira the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +11 Str / +2 Mag / +2 Cun Grants telepathy: Dragon Light radius: +3 Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring 'Ce'Nena' gold ring 'Ce'Nena'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +3 Cun / +4 Wil Grants telepathy: Dragon Mental save: +9 (+4 eff.) Disarm immunity: +37% Pinning immunity: +38% Knockback immunity: +37% Maximum life: +38.00 Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +50 Rings can have magical properties. |
gold ring 'Grinurek' gold ring 'Grinurek'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Cut immunity: +15% Disarm immunity: +38% Pinning immunity: +45% Knockback immunity: +35% Maximum life: +29.00 Rings can have magical properties. |
marksman's stralite ring of perseverance marksman's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +44% Life regen: +2.60 Rings can have magical properties. |
marksman's voratun ring of perseverance marksman's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Stun/Freeze immunity: +47% Life regen: +1.50 Rings can have magical properties. |
psionicist's voratun ring of speed psionicist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +9 (+4 eff.) Changes stats: +6 Wil Mental save: +12 (+5 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.4 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings can have magical properties. |
quartz ring quartz ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Rings can have magical properties. |
rogue's gold ring of misery rogue's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +6 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
steel ring 'Aruyatira' steel ring 'Aruyatira'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +28% lightning / +9% temporal / +12% darkness / +9% fire / +18% nature / +6% light Changes damage: +14% lightning Spell save: +9 (+3 eff.) Rings can have magical properties. |
steel ring 'Noonraven' steel ring 'Noonraven'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +24% darkness / +3% mind Changes damage: +12% darkness / +6% light Disarm immunity: +24% Pinning immunity: +20% Stun/Freeze immunity: +24% Knockback immunity: +27% Life regen: +1.90 Maximum life: +22.00 Rings can have magical properties. |
stralite ring 'Islenne' stralite ring 'Islenne'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +10 Con Physical save: +30 (+10 eff.) Disarm immunity: +41% Pinning immunity: +32% Knockback immunity: +39% Maximum life: +42.00 Rings can have magical properties. |
stralite ring 'Voraldakira' stralite ring 'Voraldakira'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +17% physical Changes damage: +9% mind / +17% physical Grants telepathy: Humanoid/Orc Spell save: +15 (+5 eff.) Mental save: +30 (+11 eff.) Psi when hit: +0.20 Mental crit. chance: +5% Rings can have magical properties. |
treant's voratun ring of perseverance treant's voratun ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% nature / +9% blight Poison immunity: +19% Disease immunity: +20% Stun/Freeze immunity: +38% Life regen: +4.70 Rings can have magical properties. |
voratun ring 'Jetpain' voratun ring 'Jetpain'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness / 20 temporal Changes resistances: +6% darkness Changes resistances penetration: +10% temporal Changes damage: +6% darkness Mental save: +15 (+6 eff.) Confusion immunity: +50% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
warrior's voratun ring of perseverance warrior's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str Stun/Freeze immunity: +45% Life regen: +4.60 Rings can have magical properties. |
wizard's stralite ring of perseverance wizard's stralite ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+4 eff.) Stun/Freeze immunity: +28% Life regen: +3.30 Rings can have magical properties. |
Crystalline Voratun dagger (48.125-62.5625 power, 9 apr) Crystalline Voratun dagger (48.125-62.5625 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 It is part of a set of items. Base power: 48.1 - 62.6 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Arcane Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+3 eff.) It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Sharp, short and deadly. Transformed with the power of the Spellblaze. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 55% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 188.60 to 565.80 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 468.05 to 936.10 physical damage (based on Strength) to each, costing 30 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 85 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 18 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatsword of paradox (64.5-103.2 power, 4 apr)balanced voratun greatsword of paradox (64.5-103.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 temporal When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +21 (+8 eff.) Damage when hit (Melee): 21 temporal Changes resistances: +28% temporal Disarm immunity: +70% Massive two-handed swords. |
Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 110% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 49.50 arcane and 56.92 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+6 eff.) Spell crit. chance: +12% It can be used to activate talent Clinch (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Description: Make a melee attack for 100% damage and then attempt to grapple a target up to one size category larger than yourself for 5 turns. A grappled opponent will be unable to move, take 60 damage each turn, and 17% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple. Maintaining a grapple drains 6 stamina per turn. You may only grapple a single target at a time, and using any targeted unarmed talent on a target that you're not grappling will break the grapple. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Velydherin the voratun longsword (57-79.8 power, 6 apr) Velydherin the voratun longsword (57-79.8 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 57.0 - 79.8 Uses stats: 50% Mag, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +55 insidious poison Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 arcane When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 4 mind Changes resistances: +5% arcane Changes damage: +12% arcane Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun longsword of massacre (54.5-76.3 power, 6 apr)chilling voratun longsword of massacre (54.5-76.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 54.5 - 76.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +29 cold Sharp, long, and deadly. |
dragonbone magestaff 'Adulrann' (30-36 power, 6 apr, cold element) dragonbone magestaff 'Adulrann' (30-36 power, 6 apr, cold element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Defense: +11 (+5 eff.) Ranged Defense: +11 (+4 eff.) Effects on melee hit: * Slows global speed by 39% Changes stats: +4 Str Changes resistances: +15% lightning / +6% temporal / +15% darkness Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +9 (+3 eff.) Maximum life: +40.00 Maximum stamina: +15.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
voratun waraxe 'Relgilayabers' (51.5-72.1 power, 6 apr) voratun waraxe 'Relgilayabers' (51.5-72.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 51.5 - 72.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +10 temporal When wielded/worn: Damage when hit (Melee): 18 temporal Changes stats: +2 Cun / +3 Mag Changes resistances: +13% temporal Cut immunity: +15% Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
Adonne the hardened leather belt Adonne the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3% physical Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) Spell save: +12 (+4 eff.) Confusion immunity: +25% Life regen: +2.30 Healing mod.: +16% A belt that goes around your waist. |
Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
This item will automatically be transmogrified when you leave the level. SunkinSunkin Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 16 light / 24 lightning Changes resistances: +15% lightning / +14% temporal / +9% darkness / +15% cold / +18% fire Changes damage: +9% light / +12% lightning A belt that goes around your waist. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 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. |
Betanor (9 def, 2 armour) Betanor (9 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 13 arcane Changes stats: +11 Mag / +8 Wil Changes resistances: +18% lightning / +8% arcane / +9% darkness Poison immunity: +35% Teleport immunity: +20% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+2 eff.) When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +13 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 129.00 arcane damage and stunned), costing 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Dex, 40% Cun, 60% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
This item will automatically be transmogrified when you leave the level. restful drakeskin leather gloves (0 def, 3 armour)restful drakeskin leather gloves (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zerudedir (0 def, 5 armour) Zerudedir (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 35% Changes stats: +16 Wil Changes resistances: +21% acid / +15% blight / +14% fire / +23% cold / +15% lightning Allows you to breathe in: water Mental save: +15 (+6 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather armour (5 def, 8 armour)cleansing drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +20% nature / +20% blight A suit of armour made of leather. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block) Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+6 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block) Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 50% Mag, 100% Str Damage type: Ice Accuracy bonus: +2.5% procs dam / acc Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
611 alchemist agate 611 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 sapphire 9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Critial Teleport (dig speed 4 turns) Critial Teleport (dig speed 4 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 8 temporal Changes stats: +13 Str / +10 Wil Changes resistances: +3% acid / +19% fire / +15% darkness Physical save: +10 (+4 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Mental crit. chance: +13% Infravision radius: +3 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Windwrither (dig speed 10 turns) Windwrither (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Fatigue: -9% Damage when hit (Melee): 12 nature Changes stats: +12 Str Changes resistances: +6% nature Changes resistances penetration: +15% acid Changes damage: +12% acid Maximum life: +36.00 Maximum stamina: +28.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.4 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade 11 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.8 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 38.80 cold damage and 44.62 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Grineduchik the Serpentgash Grineduchik the SerpentgashInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 nature Changes stats: +6 Con Changes resistances: +13% blight / +6% lightning / +3% acid Changes resistances penetration: +14% all Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Life regen: +6.50 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (74 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
12 bloodstone 12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire 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 after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 631.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Vilebait the stralite torque of psychoportation [power 53] (18 cooldown) Vilebait the stralite torque of psychoportation [power 53] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 37% * 25% chance to disease Changes resistances: +15% blight Changes resistances penetration: +15% nature / +15% mind Changes damage: +27% mind It can be used to teleport randomly (rad 53), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Wretchlore the iron torque of clear mind [power 1] (6 cooldown) Wretchlore the iron torque of clear mind [power 1] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Maximum wards: +2 physical / +2 mind / +2 darkness Changes damage: +18% nature / +6% darkness Talent granted: +1 Ward It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation 'Runudig' [power 30] (18 cooldown) steel torque of psychoportation 'Runudig' [power 30] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% fire Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward Mental save: +30 (+11 eff.) Blindness immunity: +10% Poison immunity: +10% Cut immunity: +15% Maximum psi: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to teleport randomly (rad 30), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Pitchwither' [power 385] (4 cooldown) voratun torque of mindblast 'Pitchwither' [power 385] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +9% lightning / +15% darkness Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +15% darkness / +31% mind Changes damage: +12% darkness / +18% mind Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a range 6 beam dealing 192.50 to 385.00 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
Belaranne [power 79] (12 cooldown) Belaranne [power 79] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% lightning Maximum wards: +3 acid / +4 nature / +5 light Talent granted: +1 Ward Spell save: +18 (+6 eff.) Blindness immunity: +15% Confusion immunity: +10% Pinning immunity: +10% Mental crit. chance: +4% It can be used to harden the skin for 7 turns increasing armour by 79 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Kilnlash [power 69] (12 cooldown) Kilnlash [power 69] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +12% fire / +6% mind / +9% darkness Blindness immunity: +20% Stun/Freeze immunity: +25% Teleport immunity: +10% Only die when reaching: -40.00 life It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Sulfurfame' [power 15] (12 cooldown) elm totem of thorny skin 'Sulfurfame' [power 15] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +9% mind Changes damage: +6% nature Poison immunity: +10% Confusion immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Gumitha the elven-wood wand of firewall [power 281] (4 cooldown) Gumitha the elven-wood wand of firewall [power 281] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% blight / +5% arcane / +12% acid Maximum wards: +5 lightning / +5 temporal / +5 blight / +4 fire / +4 cold Talent granted: +1 Ward Spell save: +18 (+6 eff.) It can be used to creates a wall of flames lasting 4 turns (dealing 315 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
19 diamond 19 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone 12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Insane Kai the Cornac Spellsword level 42
40th Pyre 123rd year of Ascendancy at 18:38 see stats
By Insane Kai the Cornac Spellsword level 23
26th Haze 122nd year of Ascendancy at 19:09 see stats
By Insane Kai the Cornac Spellsword level 42
21st Pyre 123rd year of Ascendancy at 21:04 see stats
By Insane Kai the Cornac Spellsword level 47
65th Pyre 123rd year of Ascendancy at 23:57 see stats
By Insane Kai the Cornac Spellsword level 48
71st Pyre 123rd year of Ascendancy at 02:33 see stats
By Insane Kai the Cornac Spellsword level 50
67th Dusk 123rd year of Ascendancy at 16:54 see stats
By Insane Kai the Cornac Spellsword level 45
58th Pyre 123rd year of Ascendancy at 23:32 see stats
By Insane Kai the Cornac Spellsword level 36
51st Regrowth 123rd year of Ascendancy at 11:45 see stats
By Insane Kai the Cornac Spellsword level 18
1st Haze 122nd year of Ascendancy at 07:53 see stats
By Insane Kai the Cornac Spellsword level 50
48th Haze 123rd year of Ascendancy at 15:13 see stats
By Insane Kai the Cornac Spellsword level 44
54th Pyre 123rd year of Ascendancy at 10:55 see stats
By Insane Kai the Cornac Spellsword level 35
13rd Regrowth 123rd year of Ascendancy at 13:54 see stats
By Insane Kai the Cornac Spellsword level 29
70th Haze 122nd year of Ascendancy at 01:04 see stats
By Insane Kai the Cornac Spellsword level 25
44th Haze 122nd year of Ascendancy at 04:26 see stats
By Insane Kai the Cornac Spellsword level 20
17th Haze 122nd year of Ascendancy at 02:46 see stats
By Insane Kai the Cornac Spellsword level 50
7th Regrowth 124th year of Ascendancy at 18:23 see stats
By Insane Kai the Cornac Spellsword level 50
9th Allure 124th year of Ascendancy at 06:53 see stats
By Insane Kai the Cornac Spellsword level 50
49th Haze 123rd year of Ascendancy at 05:30 see stats
By Insane Kai the Cornac Spellsword level 50
78th Dusk 123rd year of Ascendancy at 13:51 see stats
By Insane Kai the Cornac Spellsword level 23
26th Haze 122nd year of Ascendancy at 16:55 see stats
By Insane Kai the Cornac Spellsword level 50
9th Haze 123rd year of Ascendancy at 05:14 see stats
By Insane Kai the Cornac Spellsword level 50
19th Haze 123rd year of Ascendancy at 19:14 see stats
By Insane Kai the Cornac Spellsword level 10
33rd Dusk 122nd year of Ascendancy at 12:29 see stats
By Insane Kai the Cornac Spellsword level 20
15th Haze 122nd year of Ascendancy at 02:50 see stats
By Insane Kai the Cornac Spellsword level 30
70th Haze 122nd year of Ascendancy at 14:40 see stats
By Insane Kai the Cornac Spellsword level 40
2nd Pyre 123rd year of Ascendancy at 20:31 see stats
By Insane Kai the Cornac Spellsword level 50
10th Flare 123rd year of Ascendancy at 18:03 see stats
By Insane Kai the Cornac Spellsword level 50
4th Decay 123rd year of Ascendancy at 13:09 see stats
By Insane Kai the Cornac Spellsword level 50
25th Haze 123rd year of Ascendancy at 22:33 see stats
By Insane Kai the Cornac Spellsword level 18
69th Dusk 122nd year of Ascendancy at 11:38 see stats
By Insane Kai the Cornac Spellsword level 42
47th Pyre 123rd year of Ascendancy at 05:46 see stats
By Insane Kai the Cornac Spellsword level 50
64th Dusk 123rd year of Ascendancy at 12:10 see stats
By Insane Kai the Cornac Spellsword level 31
1st Decay 122nd year of Ascendancy at 04:57 see stats
By Insane Kai the Cornac Spellsword level 44
54th Pyre 123rd year of Ascendancy at 21:02 see stats
By Insane Kai the Cornac Spellsword level 50
52nd Haze 123rd year of Ascendancy at 18:28 see stats
By Insane Kai the Cornac Spellsword level 9
32nd Dusk 122nd year of Ascendancy at 08:45 see stats
By Insane Kai the Cornac Spellsword level 23
26th Haze 122nd year of Ascendancy at 19:09 see stats
By Insane Kai the Cornac Spellsword level 35
48th Regrowth 123rd year of Ascendancy at 08:13 see stats
By Insane Kai the Cornac Spellsword level 11
35th Dusk 122nd year of Ascendancy at 17:19 see stats
By Insane Kai the Cornac Spellsword level 49
3rd Summertide 123rd year of Ascendancy at 16:57 see stats
By Insane Kai the Cornac Spellsword level 25
43rd Haze 122nd year of Ascendancy at 18:57 see stats
By Insane Kai the Cornac Spellsword level 17
57th Dusk 122nd year of Ascendancy at 20:00 see stats
By Insane Kai the Cornac Spellsword level 41
21st Pyre 123rd year of Ascendancy at 10:41 see stats
By Insane Kai the Cornac Spellsword level 50
2nd Allure 124th year of Ascendancy at 14:10 see stats
Log
Your shield crumbles under the damage!
The shield around Insane Kai crumbles.
Your earthen shield crumbles under the damage!
Insane Kai deactivates Earthen Shield.
Elandar hits Insane Kai for (552 absorbed), 655 arcane (655 total damage).
Insane Kai is on fire!
Argoniel shrugs off the effect 'Wind Storm'!
Aura of Fire hits Argoniel for (23 to bones), 0 fire (0 total damage).
Elandar casts Lightning.
Elandar hits Insane Kai for 788 lightning damage.
Insane Kai the level 50 cornac spellsword was amped to death by a Elandar on level 11 of High Peak.
You have 3 life(s) left.
Insane Kai deactivates Stone Skin.
Insane Kai deactivates Elemental Destruction.
Insane Kai is no longer cursed.
Insane Kai deactivates Air Stance.
Insane Kai deactivates Elemental Stance.
Insane Kai deactivates Arcane Armor.
Insane Kai deactivates Aura of Fire.
Insane Kai deactivates Mana Focus.
Insane Kai deactivates Wind Storm.
Insane Kai is firmly planted in reality.
Insane Kai deactivates Spellsword Combat.
Insane Kai stops burning.
Insane Kai deactivates Arcane Stamina.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Elandar killed Insane Kai!
Saving done.