Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Last Hope archery training 1.5.10Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. FlexSpec Respec Limitation Relaxer 1.5.5Examine Floor Stack 1.3.0Adds an action to the right-click map menu to examine a stack of objects on the floor. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Convenient Digging 1.5.5 Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Zero Probability Doors 1.5.5Prevents Probability Travel triggering on doors. The behaviour can be toggled under Game Options - Gameplay - zero-probability doors. Defaults to true. Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Bugfix Pack 1.5.8An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 50 / 1428% |
Size | 4 (big) |
Lifes / Deaths | Killed by Assassin Lord at level 11 on the 26th Dusk 122nd year of Ascendancy at 08:33 0 / 8Killed by Farthook at level 20 on the 28th Regrowth 123rd year of Ascendancy at 03:53 Killed by Saloyawen the awoken tentacle tree at level 29 on the 47th Pyre 123rd year of Ascendancy at 17:56 Killed by Poredavea the corrupted plasmic disruptor at level 35 on the 38th Dusk 123rd year of Ascendancy at 22:11 Killed by Poredavea the corrupted plasmic disruptor at level 35 on the 38th Dusk 123rd year of Ascendancy at 23:51 Killed by Doomed Shade of Farthook at level 50 on the 9th Mirth 124th year of Ascendancy at 15:30 Killed by Elandar at level 50 on the 57th Dusk 124th year of Ascendancy at 12:18 Killed by Atamathon the Giant Golem at level 50 on the 70th Dusk 124th year of Ascendancy at 19:08 |
Primary Stats
Strength | 144 (base 60) |
Dexterity | 51 (base 35) |
Constitution | 108 (base 48) |
Magic | 103 (base 64) |
Willpower | 41 (base 16) |
Cunning | 53 (base 22) |
Resources
Life | -146/2326 |
Mana | 404/429 |
Stamina | 27/324 |
Positive | 94/117 |
Healing Factor | 2.2067629879509 |
Regeneration | 0.55169074698772 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35.51233850723% |
Spell | +33.311933605682% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 35.928899878503 |
See Invisible | 35.928899878503 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
Damage | 340 |
Accuracy | 53 |
Crit Chance | 69% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 57 |
Crit Chance | 43% |
Speed | 0.75012039279083 |
Cooldown Reduction | 36.510418683297 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +48% |
Light | +80% |
Arcane | +39% |
Physical | +62% |
All | +24% |
Offense: Damage Penetration
Physical | +20% |
All | +10% |
Defense: Base
Armour (hardiness) | 90.268591263751 (89.859154929577%) |
Defense | 47 |
Ranged Defense | 50 |
Fatigue | 44 |
Physical Save | 67 |
Spell Save | 66 |
Mental Save | 66 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 56%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 70%( 70%) |
All | + 32%( 70%) |
Darkness | + 63%( 70%) |
Light | + 70%( 70%) |
Temporal | + 38%( 70%) |
Physical | + 42%( 70%) |
Fire | + 63%( 70%) |
Lightning | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Blind Resistance | 50% |
Disarm Resistance | 65% |
Pinning Resistance | 100% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1174% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 690 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 24% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 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 32 for 12 turns. While Heroism is active, you will only die when reaching -1164 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 Strength stat. |
Class Talents
Celestial / Glory | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.50 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Battlefield management | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Steamtech | 1.00 |
| 0/5 |
| 0/5 |
Technique / Shooting | 1.00 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Path of Light |
talent | Hymn of Shadows |
talent | Chant of Fortitude |
talent | Premonition |
talent | Weapon of Light |
talent | Righteous Strength |
detrimental effect | The target is on fire, taking 16.08 fire damage per turn. Burning |
beneficial effect | Increase light and physical damage by 38%. Righteous Strength |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target's spellpower has been increased by 15. Spellsurge |
detrimental effect | Your body is cauterizing, burning for 6.92 damage each turn. Cauterize |
beneficial effect | Reduces cold damage received by 20%. Premonition Shield |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
beneficial effect | Increases the effectiveness of all healing the target receives by 58%. Empowered Healing |
beneficial effect | The target is protected by the sun, increasing their spell casting speed by 26%, reducing spell cooldowns by 37%, and preventing damage over 63% of your maximum life from a single hit. Suncloak |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Second Life |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Trollmire. Escort: lost anorithil (level 1 of Trollmire)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Isleseth the master vampire. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by ghoul. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Scintillating Caves. Escort: repented thief (level 1 of Scintillating Caves)As a reward you improved talent Track (+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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 2692. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* 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 | [vs. reinforced pair of drakeskin leather boots of rushing (0 def, 11 armour) (On feet)] reinforced pair of drakeskin leather boots of rushing (0 def, 11 armour)reinforced pair of drakeskin leather boots of rushing (0 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 (-) Fatigue: +5% (-) Changes stats: +3(-) Str / +3(-) Con Changes resistances: +9%(-) acid / +11%(-) fire / +8%(-) cold / +10%(-) lightning It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.3 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | [vs. Sootquencher of the Blightspawn (Light source)] Sootquencher of the BlightspawnSootquencher of the Blightspawn Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 (-) Physical crit. chance: +6.0% (-) Effects when hit in melee: * 22% chance to disease * 32% chance to inflict 15% damage reduction Damage when hit (Melee): 0(-22) item blight disease / 8(-) physical / 0(-32) item darkness numbing Changes resistances: +6%(-) temporal / +11%(-) light / +8%(-) cold Changes damage: +9%(-) darkness Damage affinity(heal): +5%(-) darkness Physical save: +6 (+2 eff.) (-) Mental save: +11 (+3 eff.) (-) Mindpower: +6 (+3 eff.) (-) Mental crit. chance: +9% (-) Light radius: +4 (-) Infravision radius: +3 (-) Healing mod.: +10% (-) Defense after a teleport: +15 (-) Resist all after a teleport: +18% (-) New effects duration reduction after a teleport: +20% (-) It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 233.09 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | [vs. Steam Powered Helm (3 def, 12 armour) (On head)] Steam Powered Helm (3 def, 12 armour)Steam Powered Helm (3 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 (-) Defense: +3 (+1 eff.) (-) Fatigue: +10% (-) Changes stats: +5(-) Str / +5(-) Con Changes resistances: +10%(-) all Blindness immunity: +50% (-) A Helmet. But with steam power! |
On hands | [vs. Will of Ul'Gruth (0 def, 15 armour) (On hands)] 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 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: 3.9 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 162% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. 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. |
Tool | [vs. Pick of Dwarven Emperors (dig speed 12 turns) (Tool)] Pick of Dwarven Emperors (dig speed 12 turns)Pick of Dwarven Emperors (dig speed 12 turns) Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3(-) Str / +3(-) Con Changes resistances penetration: +10%(-) physical Physical save: +7 (+2 eff.) (-) Spell save: +7 (+2 eff.) (-) Mental save: +7 (+2 eff.) (-) Maximum life: +50.00 (-) When carried: Talents granted: +1.00(-) Dig It can be used to activate talent Pulverizing Auger (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 362.75 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
On fingers | [vs. Light's Justice (On fingers, 1 of 2)] Light's JusticeLight's Justice Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) (-) Changes stats: +10(-) Str / +7(-) Mag / +9(-) Wil / +8(-) Cun / +10(-) Con Changes resistances: +39%(-) light / +9%(-) blight Changes damage: +18%(-) light Spell save: +20 (+5 eff.) (-) Mental save: +14 (+4 eff.) (-) Silence immunity: +20% (-) Disarm immunity: +15% (-) Spellpower: +15 (+4 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. Light's Justice (On fingers, 1 of 2)] Chethad the voratun ringChethad the voratun ring Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +15 (+1 eff.) (+2 (+0 eff.)) Defense: +14 (+5 eff.) Changes stats: +10(-) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +13(+3) Con Changes resistances: +12%(+3%) blight / +3% temporal / +0%(-39%) light / +9% acid Changes damage: +0%(-18%) light Reduces incoming crit damage: 15.00% Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +50% (+35%) Pinning immunity: +45% Knockback immunity: +45% Maximum life: +50.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Light radius: +3 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: 3.3 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 33% for 5 turns. Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. Garkul's Teeth (Around neck)] Garkul's TeethGarkul's Teeth Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10(-) Str / +6(-) Con Talent masteries: +0.10(-) Technique / Berserker's strength +0.10(-) Technique / Bloodthirst +0.10(-) Technique / Warcries +0.10(-) Technique / Two-handed assault Physical save: +18 (+5 eff.) (-) Mental save: +18 (+5 eff.) (-) Pinning immunity: +100% (-) Only die when reaching: +0.00 life (-) It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.4 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 482.03 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
In main hand | [vs. Champion's Will (179% power, 22 apr) (In main hand, 1 of 2)] Champion's Will (179% power, 22 apr)Champion's Will (179% 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. Power: 179% Range: 1.6x Uses stats: 20% Con, 50% Mag, 115% Str 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 103 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. Tap to cycle through comparison choices |
Around waist | [vs. skylord's drakeskin leather belt of dampening (Around waist)] skylord's drakeskin leather belt of dampeningskylord's drakeskin leather belt of dampening Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6(-) Str / +6(-) Dex / +2(-) Wil / +6(-) Cun Changes resistances: +10%(-) acid / +9%(-) fire / +8%(-) cold / +7%(-) lightning Physical save: +13 (+3 eff.) (-) Spell save: +19 (+5 eff.) (-) Mental save: +17 (+4 eff.) (-) A belt that goes around your waist. |
In off hand | [vs. Demonwild of the Blightspawn (10 def, 2 armour, 100% power, 138.5 block) (In off hand)] Demonwild of the Blightspawn (10 def, 2 armour, 100% power, 138.5 block)Demonwild of the Blightspawn (10 def, 2 armour, 100% power, 138.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 152% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% (-) Block value: +138 (-) Damage (Melee): +15(-) acid When wielded/worn: Armour: +2 (-) Defense: +10 (+3 eff.) (-) Ranged Defense: +10 (+3 eff.) (-) Fatigue: +14% (-) Effects when hit in melee: * 38% chance to disease * 18% chance to corrode armour by 30% * 23% chance to inflict 15% damage reduction Damage when hit (Melee): 0(-18) item acid corrode / 0(-38) item blight disease / 0(-23) item darkness numbing Changes stats: +6(-) Str / +5(-) Con Changes resistances: +16%(-) acid / +14%(-) physical / +14%(-) light / +13%(-) darkness Grants telepathy: Demon/Minor Demon/Major Talents granted: +4.00(-) Block Spell crit. chance: +1% (-) Damage Shield penetration: +10% (-) Handheld deflection devices. |
Cloak | [vs. Ethereal Embrace (10 def, 0 armour) (Cloak)] Ethereal Embrace (10 def, 0 armour)Ethereal Embrace (10 def, 0 armour) Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) (-) Changes stats: +8(-) Mag Changes resistances: +12%(-) arcane / +12%(-) darkness Changes damage: +15%(-) arcane / +15%(-) darkness Talent masteries: +0.10(-) Spell / Aether +0.20(-) Spell / Arcane +0.20(-) Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 (-) Spell crit. chance: +6% (-) Damage Shield Duration: +1 (-) Damage Shield Power: +15% (-) Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 17 power out of 28/28) : Effective talent level: 2.2 Power cost: 17 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 133.41 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. This item has been sent to the Item's Vault. |
Main armor | [vs. The Black Plate (25 def, 35 armour) (Main armor)] The Black Plate (25 def, 35 armour)The Black Plate (25 def, 35 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) (-) Armour: +35 (-) Defense: +25 (+9 eff.) (-) Fatigue: +15% (-) Changes stats: +6(-) Wil / +4(-) Cun / +3(-) Con Changes resistances: +15%(-) acid / +20%(-) darkness / +15%(-) blight / +25%(-) fire / +20%(-) cold Talent masteries: +0.20(-) Corruption / Doom covenant +0.20(-) Corruption / Infernal combat +0.20(-) Corruption / Oppression +0.20(-) Corruption / Wrath Physical save: +15 (+4 eff.) (-) Spell save: +25 (+7 eff.) (-) Confusion immunity: +100% (-) Fear immunity: +100% (-) Light radius: -2 (-) Infravision radius: +3 (-) Shadow Power: +10 (-) Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.6 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
regeneration infusion of the warrior (heal 1001 over 5 turns) regeneration infusion of the warrior (heal 1001 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 1001 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. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the psychic (31 nature damage, 25% healing reduction)insidious poison infusion of the psychic (31 nature damage, 25% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 31.28 nature damage per turn for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 67.66 physical damage and 103.50 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 27)teleportation rune (range 27) 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: Spell (75% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 27 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Grounding Strapschematic: Grounding Strap Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Shocking Touchschematic: Shocking Touch Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
[vs. Garkul's Teeth (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-10) Str / +0(-6) Con Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (-) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. Garkul's Teeth (Around neck)] Choker of DreadChoker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +0(-10) Str / +0(-6) Con Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Blindness immunity: +100% Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (-) Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 35 power out of 60/60. The evilness of undeath radiates from this amulet. |
[vs. Garkul's Teeth (Around neck)] Ulfogen the gold amuletUlfogen the gold amulet Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2(-8) Str / +2(-4) Con Changes resistances: +10% light / +10% darkness / +16% mind Changes damage: +12% physical Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Blindness immunity: +26% Cut immunity: +50% Confusion immunity: +29% Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (-) Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 160 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
[vs. Garkul's Teeth (Around neck)] Unflinching EyeUnflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +0(-10) Str / +0(-6) Con Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Blindness immunity: +100% Confusion immunity: +50% Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (-) Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 35 power out of 60/60) : Effective talent level: 1.6 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
[vs. Garkul's Teeth (Around neck)] CamelegCameleg Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +18 (+6 eff.) Damage when hit (Melee): 12 temporal Changes stats: +0(-10) Str / +10(+4) Con / +20 Lck Changes resistances: +6% temporal Changes resistances penetration: +5% blight Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +25 (+7 eff.) (+7 (+2 eff.)) Spell save: +25 (+6 eff.) Mental save: +25 (+7 eff.) (+7 (+2 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (-) Spellpower: +4 (+1 eff.) Spell crit. chance: +1% Damage Shield penetration: +40% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
[vs. Garkul's Teeth (Around neck)] Frost Lord's ChainFrost Lord's Chain Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +0(-10) Str / +0(-6) Con Changes resistances: +25% cold Changes damage: +12% cold Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Talent granted: +2 Shivgoroth Form Physical save: +0 (+0 eff.) (-18 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Pinning immunity: +0% (-100%) Stun/Freeze immunity: +30% Only die when reaching: +0.00 life (-) 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. |
[vs. Garkul's Teeth (Around neck)] Isseroddalen the ScorpionstarIsseroddalen the Scorpionstar Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +0(-10) Str / +10 Mag / +0(-6) Con Changes resistances: +5% arcane / +6% lightning Changes damage: +15% nature Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Confusion immunity: +15% Pinning immunity: +0% (-100%) Only die when reaching: -60.00 life (-60.00 life) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
[vs. Garkul's Teeth (Around neck)] VoxVox Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +0(-10) Str / +0(-6) Con Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Silence immunity: +100% Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (-) Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
[vs. Garkul's Teeth (Around neck)] archmage's voratun amulet of the eclipsearchmage's voratun amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 10 light / 8 darkness Effects when hit in melee: * 10% chance to blind * 11% chance to inflict 15% damage reduction Changes stats: +0(-10) Str / +5 Mag / +0(-6) Con Changes damage: +6% acid / +10% light / +6% fire / +6% cold / +7% lightning / +11% darkness Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (-) Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
[vs. Garkul's Teeth (Around neck)] starseer's voratun amulet of strength (+4)starseer's voratun amulet of strength (+4) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7(-3) Str / +4 Mag / +0(-6) Con Changes damage: +6% physical / +7% temporal / +7% darkness / +6% light Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (-) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% 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. |
[vs. Light's Justice (On fingers, 1 of 2)] Amuchik the DourbloomAmuchik the Dourbloom Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +20% acid / +24% cold / +0%(-39%) light / +0%(-9%) blight Changes resistances penetration: +10% darkness Changes damage: +10% acid / +12% cold / +6%(-12%) light Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +6 (+2 eff.) (-8 (-2 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Confusion immunity: +25% Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Light radius: +1 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] Elenudar the steel ringElenudar the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +2(-8) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes resistances penetration: +20% mind Changes damage: +6% mind / +0%(-18%) light Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +21% (+6%) Pinning immunity: +20% Knockback immunity: +24% Maximum life: +25.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Healing mod.: +15% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +0(-10) Str / +0(-7) Mag / +4(-5) Wil / +0(-8) Cun / +6(-4) Con Changes resistances: +0%(-9%) blight / +25% cold / +10% nature / +0%(-39%) light Changes damage: +0%(-18%) light / +15% cold Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.65 cold and 21.77 physical damage (based on Willpower) each turn and knocking opponents back, costing 35 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] steel ring 'Amygokhad'steel ring 'Amygokhad' Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+0 eff.) (-7 (-1 eff.)) Changes stats: +5(-5) Str / +2(-5) Mag / +0(-9) Wil / +0(-8) Cun / +5(-5) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes damage: +0%(-18%) light / +3% arcane / +3% mind Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +26% (+11%) Pinning immunity: +30% Stun/Freeze immunity: +23% Knockback immunity: +22% Life regen: +0.80 Mana each turn: +0.04 Maximum life: +30.00 Maximum mana: +40.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] gold ring 'Demonschism'gold ring 'Demonschism' Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +4(-4) Cun / +0(-10) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes resistances penetration: +10% darkness Changes damage: +3% darkness / +0%(-18%) light Grants telepathy: Dragon Humanoid/Orc Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +7 (+2 eff.) (-7 (-2 eff.)) Blindness immunity: +25% Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Confusion immunity: +22% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Infravision radius: +3 See stealth: +5 See invisible: +8 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] gold ring 'Xanathra'gold ring 'Xanathra' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Armour: +10 Changes stats: +0(-10) Str / +2(-5) Mag / +0(-9) Wil / +0(-8) Cun / +4(-6) Con Changes resistances: +0%(-9%) blight / +6% nature / +0%(-39%) light Changes damage: +0%(-18%) light Spell save: +3 (+0 eff.) (-17 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +33% (+18%) Pinning immunity: +33% Stun/Freeze immunity: +15% Knockback immunity: +35% Maximum life: +29.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] mule's gold ring of powermule's gold ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+0 eff.) (-7 (-1 eff.)) Fatigue: -5% Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes damage: +0%(-18%) light Maximum encumbrance: +26 Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +5 (+1 eff.) (-10 (-3 eff.)) Mindpower: +6 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] pixie's gold ring of blight (+11%)pixie's gold ring of blight (+11%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +0(-10) Str / +5(-2) Mag / +0(-9) Wil / +2(-6) Cun / +0(-10) Con Changes resistances: +11%(+2%) blight / +0%(-39%) light Changes damage: +11% blight / +0%(-18%) light Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +7 (+2 eff.) (-8 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] sneakthief's gold ring of fire (+26%)sneakthief's gold ring of fire (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +0(-10) Str / +6 Dex / +0(-7) Mag / +0(-9) Wil / +7(-1) Cun / +0(-10) Con Changes resistances: +0%(-9%) blight / +26% fire / +0%(-39%) light Changes damage: +0%(-18%) light / +13% fire Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] wizard's gold ring of darkness (+24%)wizard's gold ring of darkness (+24%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +0(-10) Str / +3(-4) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-9%) blight / +24% darkness / +0%(-39%) light Changes damage: +12% darkness / +0%(-18%) light Spell save: +6 (+1 eff.) (-14 (-4 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] Murkglamour of the BlightspawnMurkglamour of the Blightspawn Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+4 eff.) Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Effects when hit in melee: * 24% chance to inflict 15% damage reduction * 22% chance to disease Changes stats: +1(-9) Str / +9 Dex / +0(-7) Mag / +3(-6) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +9% acid / +0%(-39%) light / +0%(-9%) blight / +28% fire / +30% nature Changes damage: +3% acid / +14% fire / +15% nature / +0%(-18%) light Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) See invisible: +3 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) (-5 (+0 eff.)) Armour: +12 Changes stats: +13(+3) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +7(-3) Con Changes resistances: +6% lightning / +14% physical / +0%(-39%) light / +0%(-9%) blight Changes resistances penetration: +10% arcane Changes damage: +0%(-18%) light / +14% physical Reduces incoming crit damage: 15.00% Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +3 (+1 eff.) (-11 (-3 eff.)) Poison immunity: +15% Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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? This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] Writhing Ring of the HunterWrithing Ring of the Hunter Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +5(-5) Str / +5 Dex / +5(-2) Mag / +5(-4) Wil / +5(-3) Cun / +5(-5) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes damage: +0%(-18%) light Talent granted: +1 Irresistible Sun Physical save: -30 (-8 eff.) Spell save: -30 (-10 eff.) (-50 (-15 eff.)) Mental save: -30 (-9 eff.) (-44 (-13 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) You have set the ring to grant you Irresistible Sun! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] savior's stralite ring of frost (+34%)savior's stralite ring of frost (+34%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-9%) blight / +34% cold / +0%(-39%) light Changes damage: +0%(-18%) light / +17% cold Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) (-10 (-3 eff.)) Mental save: +12 (+3 eff.) (-2 (-1 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] stralite ring 'Narofang'stralite ring 'Narofang' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +0(-10) Str / +0(-7) Mag / +8(-1) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes damage: +0%(-18%) light Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +15 (+4 eff.) (+1 (+0 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Confusion immunity: +32% Psi when hit: +0.08 Maximum hate: +6.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Mindpower: +8 (+3 eff.) Mental crit. chance: +2% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] treant's stralite ring of lifetreant's stralite ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +6%(-3%) blight / +10% nature / +0%(-39%) light Changes damage: +0%(-18%) light Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Poison immunity: +16% Disease immunity: +20% Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Life regen: +1.50 Maximum life: +66.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Healing mod.: +15% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] ExilerExiler Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Damage (Melee): 15 temporal Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-9%) blight / +15% temporal / +0%(-39%) light Changes damage: +10% physical / +0%(-18%) light / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +10 (+3 eff.) (-5 (-1 eff.)) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 105.37 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 19 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] Glory of the PrideGlory of the Pride Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+1 eff.) (-3 (+0 eff.)) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes damage: +0%(-18%) light / +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] Ring of the War MasterRing of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) (-3 (+0 eff.)) Changes stats: +3(-7) Str / +3 Dex / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +3(-7) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes damage: +0%(-18%) light Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Dual techniques +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Shield offense +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 / Combat techniques +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Grappling +0.30 Technique / Dual weapons Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] Void OrbVoid Orb Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Damage (Melee): 15 arcane Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-9%) blight / +15% arcane / +0%(-39%) light Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +0%(-18%) light / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) (-10 (-3 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +30% (+10%) Disarm immunity: +0% (-15%) Maximum mana: +35.00 Spellpower: +10 (+3 eff.) (-5 (-1 eff.)) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.8 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 245.77 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] gladiator's voratun ring of lifegladiator's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) (-8 (-1 eff.)) Changes stats: +8(-2) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +8(-2) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes damage: +0%(-18%) light Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Life regen: +1.80 Maximum life: +58.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Healing mod.: +24% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] painweaver's voratun ring of fire (+26%)painweaver's voratun ring of fire (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+2 eff.) (+4 (+1 eff.)) Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-9%) blight / +26% fire / +0%(-39%) light Changes damage: +13% fire / +0%(-18%) light / +7% all Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +9 (+2 eff.) (-6 (-2 eff.)) Mindpower: +10 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] painweaver's voratun ring of speedpainweaver's voratun ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +16 (+2 eff.) (+3 (+1 eff.)) Defense: +12 (+4 eff.) Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes damage: +0%(-18%) light / +6% all Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +18 (+5 eff.) (+3 (+1 eff.)) Mindpower: +9 (+3 eff.) Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.3 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 33% for 5 turns. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] titan's voratun ring of speedtitan's voratun ring of speed Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Defense: +10 (+3 eff.) Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +4(-6) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes damage: +0%(-18%) light Physical save: +8 (+2 eff.) Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.3 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 33% for 5 turns. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] treant's voratun ring of lifetreant's voratun ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +11%(+2%) blight / +10% nature / +0%(-39%) light Changes damage: +0%(-18%) light Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Poison immunity: +26% Disease immunity: +28% Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Life regen: +1.20 Maximum life: +80.00 Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Healing mod.: +21% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] treant's voratun ring of speedtreant's voratun ring of speed Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Defense: +9 (+3 eff.) Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +9%(-) blight / +12% nature / +0%(-39%) light Changes damage: +0%(-18%) light Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Poison immunity: +25% Disease immunity: +28% Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Movement speed: +17% 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: 2.2 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 25% for 5 turns. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Changes stats: +0(-10) Str / +0(-7) Mag / +0(-9) Wil / +0(-8) Cun / +0(-10) Con Changes resistances: +0%(-39%) light / +0%(-9%) blight Changes damage: +0%(-18%) light Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Light's Justice (On fingers, 1 of 2)] voratun ring 'Yvythra'voratun ring 'Yvythra' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-13 (-1 eff.)) Defense: +18 (+6 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +0(-10) Str / +2 Dex / +2(-5) Mag / +0(-9) Wil / +9(+1) Cun / +4(-6) Con Changes resistances: +0%(-9%) blight / +6% temporal / +0%(-39%) light Changes damage: +0%(-18%) light / +3% temporal Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Spell save: +0 (+0 eff.) (-20 (-5 eff.)) Mental save: +0 (+0 eff.) (-14 (-4 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +0% (-15%) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Infravision radius: +3 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Champion's Will (179% power, 22 apr) (In main hand, 1 of 2)] Awakened Staff of Absorption (172% power, 60 apr, fire element)Awakened Staff of Absorption (172% power, 60 apr, fire element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% (-7%) Range: 1.2x (-0.4x) Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 (+38) Crit. chance: +0.0% (-12.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 103 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +0(-12) Str / +10(+4) Mag / +10 Wil / +0(-7) Con Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 116 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." Tap to cycle through comparison choices |
[vs. Champion's Will (179% power, 22 apr) (In main hand, 1 of 2)] Khulmanar's Wrath (182% power, 8 apr)Khulmanar's Wrath (182% power, 8 apr) Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% (+3%) Range: 1.5x (-0.1x) Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 (-14) Crit. chance: +8.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 103 light damage (based on Spellpower) in a radius 3 cone. Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 273.02 fire damage, and flames will be left dealing a further 63.85 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. Tap to cycle through comparison choices |
[vs. Champion's Will (179% power, 22 apr) (In main hand, 1 of 2)] Elenagen the Torchsweeper (182% power, 4 apr)Elenagen the Torchsweeper (182% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 183% (+3%) Range: 1.5x (-0.1x) Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-18) Crit. chance: +3.0% (-9.0%) Attack speed: 111% (+11%) On weapon hit: - releases a burst of light, dealing 103 light damage (based on Spellpower) in a radius 3 cone. Burst (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +21 Physical crit. chance: +16.0% Changes stats: +0(-12) Str / +7 Dex / +0(-6) Mag / +0(-7) Con Changes resistances: +9% blight / +6% fire Changes resistances penetration: +20% blight Changes damage: +6% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Critical mult.: +24.00% Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Champion's Will (179% power, 22 apr) (In main hand, 1 of 2)] Relgodurim the Darklord (182% power, 15 apr)Relgodurim the Darklord (182% power, 15 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% (+3%) Range: 1.5x (-0.1x) Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 (-7) Crit. chance: +2.0% (-10.0%) Attack speed: 100% (-) When this weapon hits: Obliterating Smash (10% chance level 3). On weapon hit: * 40% chance to cause random gloom (+40%) - releases a burst of light, dealing 103 light damage (based on Spellpower) in a radius 3 cone. Damage (Melee): +33 mind / +8 darkness When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +20 Physical crit. chance: +20.0% Physical power: +33 (+4 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +0(-12) Str / +7 Dex / +0(-6) Mag / +10 Wil / +10 Cun / +6(-1) Con Changes resistances penetration: +21% physical / +5% temporal Changes damage: +10% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Corruption / Brutality +0.00(-0.20) Celestial / Crusader +0.20 Technique / Two-handed assault Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Critical mult.: +23.00% Disarm immunity: +49% Life regen: +0.60 Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 15 power out of 25/25) : Effective talent level: 3.3 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 262% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 30% of your current life. "A fitting weapon for the Champion." Tap to cycle through comparison choices |
[vs. Champion's Will (179% power, 22 apr) (In main hand, 1 of 2)] Dethblyd (182% power, 18 apr)Dethblyd (182% power, 18 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. Power: 182% (+3%) Range: 1.6x (+0.0x) Uses stats: 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 (-4) Crit. chance: +20.0% (+8.0%) Attack speed: 100% (-) On weapon hit: + Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. - releases a burst of light, dealing 103 light damage (based on Spellpower) in a radius 3 cone. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10(-2) Str / +8(+2) Mag / +5(-2) Con Changes resistances: +4% all Changes damage: +4% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Corruption / Wrath +0.20 Corruption / Brutality +0.00(-0.20) Celestial / Crusader +0.10 Corruption / Torture Talents cooldown: Draining Assault (-1 turn) Absorption Strike ((+0(+1) turn) Detonating Charge (-1 turn) Sun Ray ((+0(+1) turn) Abduction (-1 turn) Flash of the Blade ((+0(+1) turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. Tap to cycle through comparison choices |
[vs. Champion's Will (179% power, 22 apr) (In main hand, 1 of 2)] voratun greatsword 'Arthydar' (172% power, 4 apr)This item will automatically be transmogrified when you leave the level. voratun greatsword 'Arthydar' (172% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% (-6%) Range: 1.6x (+0.0x) Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-18) Crit. chance: +5.0% (-7.0%) Attack speed: 100% (-) On weapon hit: * 37% chance to cause random gloom (+37%) - releases a burst of light, dealing 103 light damage (based on Spellpower) in a radius 3 cone. Damage (Melee): +23 mind When wielded/worn: Physical crit. chance: +2.0% Changes stats: +0(-12) Str / +0(-6) Mag / +3 Wil / +5 Cun / +3(-4) Con Changes resistances: +3% light / +1% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spell save: +15 (+3 eff.) Healing mod.: +5% Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Demonwild of the Blightspawn (10 def, 2 armour, 100% power, 138.5 block) (In off hand)] Blackfire Aegis (8 def, 18 armour, 100% power, 235 block)Blackfire Aegis (8 def, 18 armour, 100% power, 235 block) Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 169% (+17%) Range: 1.2x (+0.0x) Uses stats: 50% Mag, 100% Str Damage type: Stunning fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% (+2.5%) Block value: +235 (+96) On weapon hit: + releases a burst of dark fire, dealing damage equal to your magic stat Damage (Melee): +0(-15) acid Damage conversion: 50% darkness When wielded/worn: Armour: +18 (+16) Defense: +8 (+2 eff.) (-2 (-1 eff.)) Ranged Defense: +12 (+4 eff.) (+2 (+1 eff.)) Fatigue: +25% (+11%) Damage when hit (Melee): 0(-18) item acid corrode / 24 darkness / 24 fire / 0(-38) item blight disease / 0(-23) item darkness numbing Changes stats: +0(-6) Str / +0(-5) Con Changes resistances: +0%(-16%) acid / +0%(-14%) physical / +20%(+7%) darkness / +35% fire / +0%(-14%) light Grants telepathy: Demon/Minor Demon/Major Talents granted: +5(+1) Block Spellpower: +8 (+2 eff.) Spell crit. chance: +0% (-1%) Damage Shield penetration: +0% (-10%) This rugged stone shield flickers with bursts of pitch black flame. This item has been sent to the Item's Vault. |
[vs. Demonwild of the Blightspawn (10 def, 2 armour, 100% power, 138.5 block) (In off hand)] Temporal Rift (8 def, 4 armour, 100% power, 325 block)Temporal Rift (8 def, 4 armour, 100% power, 325 block) Requires: - Strength 40 - 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): Power: 162% (+9%) Range: 1.2x (+0.0x) Uses stats: 70% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% (-) Block value: +325 (+186) When this weapon hits: Turn Back the Clock (25% chance level 3). Damage (Melee): +0(-15) acid When wielded/worn: Armour: +4 (+2) Defense: +8 (+2 eff.) (-2 (-1 eff.)) Ranged Defense: +10 (+3 eff.) (-) Fatigue: +0% (-14%) Damage when hit (Melee): 0(-18) item acid corrode / 0(-38) item blight disease / 0(-23) item darkness numbing Changes stats: +0(-6) Str / +0(-5) Con Changes resistances: +0%(-16%) acid / +30% temporal / +0%(-14%) light / +0%(-13%) darkness / +0%(-14%) physical Reduce damage by fixed amount: +20 all Grants telepathy: Demon/Minor Demon/Major Talents granted: +5(+1) Block Spell save: +20 (+5 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +0% (-1%) Damage Shield penetration: +0% (-10%) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
[vs. Demonwild of the Blightspawn (10 def, 2 armour, 100% power, 138.5 block) (In off hand)] coruscating voratun shield of radiance (12 def, 3 armour, 100% power, 210 block)coruscating voratun shield of radiance (12 def, 3 armour, 100% power, 210 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 175% (+23%) Range: 1.2x (+0.0x) Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% (+0.5%) Block value: +210 (+72) Damage (Melee): +0(-15) acid / +19 fire / +14 light When wielded/worn: Armour: +3 (+1) Defense: +12 (+4 eff.) (+2 (+1 eff.)) Ranged Defense: +12 (+4 eff.) (+2 (+1 eff.)) Fatigue: +14% (-) Effects when hit in melee: * 29% chance to blind Damage when hit (Melee): 21 fire / 0(-38) item blight disease / 0(-18) item acid corrode / 0(-23) item darkness numbing Changes stats: +4(-2) Str / +3 Mag / +5(-) Con Changes resistances: +0%(-16%) acid / +0%(-14%) physical / +19%(+5%) light / +18% fire / +0%(-13%) darkness Grants telepathy: Demon/Minor Demon/Major Talents granted: +5(+1) Block Spell crit. chance: +0% (-1%) Damage Shield penetration: +0% (-10%) Handheld deflection devices. |
[vs. Demonwild of the Blightspawn (10 def, 2 armour, 100% power, 138.5 block) (In off hand)] flaming voratun shield of resistance (12 def, 3 armour, 100% power, 201 block)flaming voratun shield of resistance (12 def, 3 armour, 100% power, 201 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% (+26%) Range: 1.2x (+0.0x) Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% (+0.5%) Block value: +201 (+62) Damage (Melee): +0(-15) acid Burst (radius 1) on hit: +18 fire When wielded/worn: Armour: +3 (+1) Defense: +12 (+4 eff.) (+2 (+1 eff.)) Ranged Defense: +12 (+4 eff.) (+2 (+1 eff.)) Fatigue: +14% (-) Damage (Melee): 7 fire Damage when hit (Melee): 15 fire / 0(-38) item blight disease / 0(-18) item acid corrode / 0(-23) item darkness numbing Changes stats: +0(-6) Str / +0(-5) Con Changes resistances: +11%(-5%) acid / +0%(-14%) physical / +0%(-14%) light / +0%(-13%) darkness / +11% fire / +8% lightning / +8% cold Grants telepathy: Demon/Minor Demon/Major Talents granted: +5(+1) Block Spell crit. chance: +0% (-1%) Damage Shield penetration: +0% (-10%) Handheld deflection devices. |
[vs. Demonwild of the Blightspawn (10 def, 2 armour, 100% power, 138.5 block) (In off hand)] impervious voratun shield of radiance (12 def, 12 armour, 100% power, 254 block)impervious voratun shield of radiance (12 def, 12 armour, 100% power, 254 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 185% (+33%) Range: 1.2x (+0.0x) Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% (+0.5%) Block value: +254 (+116) Damage (Melee): +13 light / +0(-15) acid When wielded/worn: Armour: +12 (+10) Defense: +12 (+4 eff.) (+2 (+1 eff.)) Ranged Defense: +12 (+4 eff.) (+2 (+1 eff.)) Fatigue: +14% (-) Effects when hit in melee: * 28% chance to blind Damage when hit (Melee): 0(-18) item acid corrode / 0(-38) item blight disease / 0(-23) item darkness numbing Changes stats: +0(-6) Str / +4 Mag / +10(+5) Con Changes resistances: +0%(-16%) acid / +0%(-14%) physical / +19%(+5%) light / +0%(-13%) darkness Grants telepathy: Demon/Minor Demon/Major Talents granted: +5(+1) Block Physical save: +13 (+3 eff.) Spell crit. chance: +0% (-1%) Damage Shield penetration: +0% (-10%) Handheld deflection devices. |
[vs. The Black Plate (25 def, 35 armour) (Main armor)] Plate of the Blackened Mind (15 def, 40 armour)Plate of the Blackened Mind (15 def, 40 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-1 eff.)) Armour: +40 (+5) Defense: +15 (+6 eff.) (-10 (-3 eff.)) Fatigue: +17% (+2%) Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6(-) Wil / +4(-) Cun / +3(-) Con Changes resistances: +15%(-) acid / +15% light / +0%(-20%) cold / +20%(+5%) blight / +0%(-25%) fire / +25% mind / +20%(-) darkness Talent masteries: +0.00(-0.20) Corruption / Doom covenant +0.00(-0.20) Corruption / Wrath +0.20 Cursed / Gloom +0.00(-0.20) Corruption / Infernal combat +0.00(-0.20) Corruption / Oppression Physical save: +15 (+4 eff.) (-) Spell save: +0 (+0 eff.) (-25 (-7 eff.)) Mental save: +25 (+6 eff.) Confusion immunity: +100% (-) Fear immunity: +100% (-) Mindpower: +10 (+4 eff.) Light radius: -2 (-) Infravision radius: +4 (+1) Shadow Power: +0 (-10) It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 11 Defense and your attacks will gain 33% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
[vs. The Black Plate (25 def, 35 armour) (Main armor)] enlightening voratun plate armour of the dragon (9 def, 16 armour)enlightening voratun plate armour of the dragon (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-1 eff.)) Armour: +16 (-19) Defense: +9 (+4 eff.) (-16 (-5 eff.)) Fatigue: +26% (+11%) Changes stats: +3 Str / +7(+1) Wil / +6(+2) Cun / +4(+1) Con Changes resistances: +11%(-4%) acid / +12% physical / +0%(-20%) darkness / +0%(-15%) blight / +10%(-10%) cold / +10%(-15%) fire / +10% lightning Talent masteries: +0.00(-0.20) Corruption / Doom covenant +0.00(-0.20) Corruption / Infernal combat +0.00(-0.20) Corruption / Oppression +0.00(-0.20) Corruption / Wrath Talent cooldown: Rush (-5 turns) Physical save: +0 (+0 eff.) (-15 (-4 eff.)) Spell save: +0 (+0 eff.) (-25 (-7 eff.)) Mental save: +14 (+3 eff.) Disarm immunity: +31% Confusion immunity: +0% (-100%) Stun/Freeze immunity: +30% Fear immunity: +0% (-100%) Knockback immunity: +23% Light radius: +0 (+2) Infravision radius: +0 (-3) Shadow Power: +0 (-10) A suit of armour made of metal plates. |
[vs. skylord's drakeskin leather belt of dampening (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-6) Str / +0(-6) Dex / +3(+1) Wil / +0(-6) Cun Changes resistances: +0%(-10%) acid / +0%(-7%) lightning / +20% blight / +20%(+12%) cold / +20% nature / +0%(-9%) fire Physical save: +0 (+0 eff.) (-13 (-3 eff.)) Spell save: +0 (+0 eff.) (-19 (-5 eff.)) Mental save: +0 (+0 eff.) (-17 (-4 eff.)) Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
[vs. skylord's drakeskin leather belt of dampening (Around waist)] monstrous hardened leather belt of the giantsmonstrous hardened leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +4(-2) Str / +0(-6) Dex / +0(-2) Wil / +0(-6) Cun / +5 Con Changes resistances: +0%(-10%) acid / +0%(-9%) fire / +0%(-8%) cold / +0%(-7%) lightning Physical save: +8 (+2 eff.) (-5 (-1 eff.)) Spell save: +8 (+2 eff.) (-11 (-3 eff.)) Mental save: +0 (+0 eff.) (-17 (-4 eff.)) Size category: +2 A belt that goes around your waist. |
[vs. Ethereal Embrace (10 def, 0 armour) (Cloak)] Frozen Shroud (12 def, 0 armour)Frozen Shroud (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) (+2 (+1 eff.)) Damage when hit (Melee): 60 ice Changes stats: +7(-1) Mag Changes resistances: +0%(-12%) darkness / -15% fire / +25% cold / +0%(-12%) arcane / +8% all Changes damage: +0%(-15%) arcane / +0%(-15%) darkness Talent masteries: +0.00(-0.10) Spell / Aether +0.00(-0.20) Spell / Arcane +0.00(-0.20) Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +0 (-5) Spell crit. chance: +0% (-6%) Damage Shield Duration: +0 (-1) Damage Shield Power: +0% (-15%) It can be used to release a radius 4 chilling blast, instantly dealing 476.16 cold damage and condensing the air into freezing vapors that deal 158.72 cold damage (based on Magic) each turn for 10 turns, costing 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
[vs. Ethereal Embrace (10 def, 0 armour) (Cloak)] Ureslak's Molted Scales (0 def, 0 armour)Ureslak's Molted Scales (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +0(-8) Mag Changes resistances: +20% lightning / +20%(+8%) darkness / -30%(-42%) arcane / +20% fire / +20% nature / +20% cold Changes resistances cap: +10% lightning / +10% darkness / -30% arcane / +10% fire / +10% nature / +10% cold Changes damage: +0%(-15%) arcane / +0%(-15%) darkness Talent masteries: +0.00(-0.10) Spell / Aether +0.00(-0.20) Spell / Arcane +0.00(-0.20) Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +0 (-5) Spell crit. chance: +0% (-6%) Damage Shield Duration: +0 (-1) Damage Shield Power: +0% (-15%) It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 29 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
[vs. Ethereal Embrace (10 def, 0 armour) (Cloak)] marshal's elven-silk cloak of conjuring (3 def, 0 armour)marshal's elven-silk cloak of conjuring (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) (-7 (-2 eff.)) Changes stats: +4 Str / +0(-8) Mag / +4 Con Changes resistances: +0%(-12%) arcane / +0%(-12%) darkness Changes resistances penetration: +10% arcane Changes damage: +8%(-7%) arcane / +0%(-15%) darkness Talent masteries: +0.00(-0.10) Spell / Aether +0.00(-0.20) Spell / Arcane +0.00(-0.20) Spell / Nightfall Critical mult.: +24.00% Physical save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +0 (-5) Maximum life: +77.00 Maximum mana: +70.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +3% (-3%) Damage Shield Duration: +0 (-1) Damage Shield Power: +0% (-15%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Ethereal Embrace (10 def, 0 armour) (Cloak)] spellcowled elven-silk cloak of the voidstalker (3 def, 0 armour)spellcowled elven-silk cloak of the voidstalker (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) (-7 (-2 eff.)) Changes stats: +3 Wil / +3(-5) Mag Changes resistances: +18% temporal / +16%(+4%) darkness / +0%(-12%) arcane Changes damage: +0%(-15%) arcane / +0%(-15%) darkness Talent masteries: +0.00(-0.10) Spell / Aether +0.00(-0.20) Spell / Arcane +0.00(-0.20) Spell / Nightfall Spell save: +10 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +0 (-5) Maximum mana: +47.00 Spell crit. chance: +0% (-6%) Defense after a teleport: +23 Resist all after a teleport: +12% New effects duration reduction after a teleport: +23% Damage Shield Duration: +0 (-1) Damage Shield Power: +0% (-15%) It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Ethereal Embrace (10 def, 0 armour) (Cloak)] wyrmwaxed elven-silk cloak of sorcery (3 def, 0 armour)wyrmwaxed elven-silk cloak of sorcery (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) (-7 (-2 eff.)) Changes stats: +3 Wil / +3(-5) Mag Changes resistances: +8% acid / +0%(-12%) darkness / +7% lightning / +7% fire / +0%(-12%) arcane / +7% cold Changes damage: +0%(-15%) arcane / +0%(-15%) darkness Talent masteries: +0.00(-0.10) Spell / Aether +0.00(-0.20) Spell / Arcane +0.00(-0.20) Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +0 (-5) Spell crit. chance: +6% (-) Damage Shield Duration: +0 (-1) Damage Shield Power: +0% (-15%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. reinforced pair of drakeskin leather boots of rushing (0 def, 11 armour) (On feet)] pair of hardened leather boots of massiveness (0 def, 3 armour)pair of hardened leather boots of massiveness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-8) Fatigue: +3% (-2%) Changes stats: +5(+2) Str / +4(+1) Con Changes resistances: +0%(-9%) acid / +0%(-11%) fire / +0%(-8%) cold / +0%(-10%) lightning Changes damage: +7% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
[vs. reinforced pair of drakeskin leather boots of rushing (0 def, 11 armour) (On feet)] Arcransom the pair of drakeskin leather boots (0 def, 5 armour)Arcransom the pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (-6) Fatigue: +5% (-) Damage when hit (Melee): 12 lightning Changes stats: +0(-3) Str / +0(-3) Con Changes resistances: +9%(-1%) lightning / +15% temporal / +12% light / +0%(-8%) cold / +0%(-11%) fire / +5% arcane / +0%(-9%) acid Changes damage: +24% lightning Spell save: +12 (+3 eff.) Stamina each turn: +1.20 Maximum stamina: +36.00 A pair of boots made of leather. |
[vs. reinforced pair of drakeskin leather boots of rushing (0 def, 11 armour) (On feet)] Gloomkiss (0 def, 11 armour)Gloomkiss (0 def, 11 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 (-) Fatigue: +3% (-2%) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 darkness / 12 acid Changes stats: +0(-3) Str / +0(-3) Con Changes resistances: +9%(-) acid / +9% blight / +10%(-1%) fire / +10%(-) lightning / +11%(+3%) cold Changes resistances penetration: +10% acid / +5% nature Physical save: +11 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+2 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. reinforced pair of drakeskin leather boots of rushing (0 def, 11 armour) (On feet)] Steam Powered Boots (8 def, 15 armour)Steam Powered Boots (8 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 (+4) Defense: +8 (+3 eff.) Fatigue: +8% (+3%) Changes stats: +8(+5) Str / +10 Dex / +0(-3) Con Changes resistances: +0%(-9%) acid / +0%(-11%) fire / +0%(-8%) cold / +0%(-10%) lightning Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
[vs. reinforced pair of drakeskin leather boots of rushing (0 def, 11 armour) (On feet)] blightbringer's pair of voratun boots of rushing (0 def, 5 armour)blightbringer's pair of voratun boots of rushing (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (-6) Fatigue: +4% (-1%) Changes stats: +3(-) Str / +8 Mag / +3(-) Con Changes resistances: +0%(-9%) acid / +0%(-11%) fire / +0%(-8%) cold / +0%(-10%) lightning Changes damage: +10% acid / +8% blight Disease immunity: +36% Spellpower: +6 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 2.2 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Will of Ul'Gruth (0 def, 15 armour) (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 (-9) Changes stats: +6(+1) Str / +6(+1) Mag Changes resistances penetration: +0%(-10%) all Changes damage: +0%(-15%) all / +10% physical Talent masteries: +0.00(-0.10) Corruption / Wrath +0.00(-0.10) Corruption / Brutality Critical mult.: +50.00% Spell crit. chance: +10% 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. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] thaloren drakeskin leather cap of the depths (0 def, 5 armour)thaloren drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-7) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% (-5%) Changes stats: +0(-5) Str / +9 Wil / +0(-5) Con Changes resistances: +8% blight / +15% cold / +0%(-10%) all Allows you to breathe in: water Mental save: +8 (+2 eff.) Blindness immunity: +0% (-50%) A cap made of leather. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-6) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +8% (-2%) Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5(-) Str / +4 Wil / +5(-) Con Changes resistances: +0%(-10%) all Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +0% (-50%) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] Helm of Knowledge (0 def, 12 armour)Helm of Knowledge (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 (-) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +8% (-2%) Changes stats: +0(-5) Str / +10 Wil / +10 Cun / +0(-5) Con Changes resistances: +10% arcane / +15% light / +15% mind / +0%(-10%) all Blindness immunity: +0% (-50%) Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects, costing 12 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
[vs. Steam Powered Helm (3 def, 12 armour) (On head)] Wicrack (0 def, 11 armour)Wicrack (0 def, 11 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +11 (-1) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% (-5%) Damage when hit (Melee): 12 blight Changes stats: +0(-5) Str / +5 Dex / +8 Wil / +4 Cun / +0(-5) Con Changes resistances: +15% blight / +0%(-10%) all Changes damage: +3% acid Critical mult.: +20.00% Mental save: +11 (+3 eff.) Blindness immunity: +0% (-50%) Stamina when hit: +3.00 Equilibrium when hit: +3.00 Maximum hate: +10.00 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bloodstone 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. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond 2 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. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
[vs. Sootquencher of the Blightspawn (Light source)] Woewill the brass lanternWoewill the brass lantern Infused by nature 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +4.0% (-2.0%) Physical power: +6 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 0(-8) physical / 0(-22) item blight disease / 4 mind / 0(-32) item darkness numbing Changes stats: +2 Con / +4 Wil Changes resistances: +0%(-6%) temporal / +6% darkness / +7% blight / +0%(-8%) cold / +0%(-11%) light Changes damage: +0%(-9%) darkness Damage affinity(heal): +0%(-5%) darkness Critical mult.: +12.00% Physical save: +3 (+1 eff.) (-3 (-1 eff.)) Spell save: +6 (+1 eff.) Mental save: +9 (+2 eff.) (-2 (-1 eff.)) Poison immunity: +15% Confusion immunity: +20% Life regen: +2.20 Maximum life: +48.00 Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Mental crit. chance: +0% (-9%) Light radius: +2 (-2) Infravision radius: +0 (-3) Healing mod.: +0% (-10%) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-20%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Sootquencher of the Blightspawn (Light source)] ethereal alchemist's lamp of corpselightethereal alchemist's lamp of corpselight Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-6.0%) Damage when hit (Melee): 0(-8) physical / 0(-22) item blight disease / 0(-32) item darkness numbing Changes stats: +5 Mag Changes resistances: +0%(-6%) temporal / +8% darkness / +5% blight / +0%(-8%) cold / +0%(-11%) light Changes damage: +0%(-9%) darkness Damage affinity(heal): +0%(-5%) darkness Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-11 (-3 eff.)) Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Mental crit. chance: +0% (-9%) Light radius: +5 (+1) Infravision radius: +5 (+2) See invisible: +8 Healing mod.: +0% (-10%) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-20%) The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 42 blight damage or heals 51 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Sootquencher of the Blightspawn (Light source)] AerolranaAerolrana Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 (+9) Physical crit. chance: +0.0% (-6.0%) Damage when hit (Melee): 0(-8) physical / 0(-22) item blight disease / 0(-32) item darkness numbing Changes stats: +4 Str / +2 Wil / +3 Cun Changes resistances: +0%(-6%) temporal / +0%(-11%) light / +0%(-8%) cold Changes resistances penetration: +15% all Changes damage: +15% mind / +0%(-9%) darkness Damage affinity(heal): +0%(-5%) darkness Grants telepathy: Dragon Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-11 (-3 eff.)) Psi when hit: +0.24 Hate when firing a critical mind attack: +3.00 Mindpower: +6 (+3 eff.) (-) Mental crit. chance: +0% (-9%) Light radius: +6 (+2) Infravision radius: +0 (-3) Healing mod.: +0% (-10%) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-20%) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
[vs. Sootquencher of the Blightspawn (Light source)] watchleader's dwarven lantern of focuswatchleader's dwarven lantern of focus Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-6.0%) Damage when hit (Melee): 0(-8) physical / 0(-22) item blight disease / 0(-32) item darkness numbing Changes stats: +4 Wil Changes resistances: +0%(-6%) temporal / +0%(-11%) light / +0%(-8%) cold Changes damage: +11% mind / +0%(-9%) darkness Damage affinity(heal): +0%(-5%) darkness Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-11 (-3 eff.)) Blindness immunity: +20% Confusion immunity: +12% Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Mental crit. chance: +0% (-9%) Light radius: +7 (+3) Infravision radius: +0 (-3) See stealth: +10 See invisible: +14 Healing mod.: +0% (-10%) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-20%) It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.3 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
[vs. Sootquencher of the Blightspawn (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-6.0%) Damage when hit (Melee): 0(-8) physical / 0(-22) item blight disease / 0(-32) item darkness numbing Changes resistances: +0%(-6%) temporal / +30%(+19%) light / +0%(-8%) cold Changes damage: +10% light / +0%(-9%) darkness Damage affinity(heal): +0%(-5%) darkness Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-11 (-3 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Mental crit. chance: +0% (-9%) Light radius: +4 (-) Infravision radius: +0 (-3) Healing mod.: +10% (-) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-20%) It can be used to call light (97 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 58 power out of 77/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
[vs. Pick of Dwarven Emperors (dig speed 12 turns) (Tool)] Bizzare ContraptionBizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +0(-3) Str / +8 Cun / +0(-3) Con Changes resistances: +15% lightning Changes resistances penetration: +0%(-10%) physical Changes damage: +15% lightning Physical save: +18 (+5 eff.) (+11 (+3 eff.)) Spell save: +0 (+0 eff.) (-7 (-2 eff.)) Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Maximum life: +0.00 (-50.00) When carried: Talent granted: +0(+-1) Dig This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
[vs. Pick of Dwarven Emperors (dig speed 12 turns) (Tool)] dwarven-steel pickaxe 'Aerydunafang' (dig speed 15 turns)dwarven-steel pickaxe 'Aerydunafang' (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight Changes stats: +2(-1) Str / +2 Mag / +0(-3) Con Changes resistances: +15% blight / +7% fire / +7% darkness Changes resistances penetration: +0%(-10%) physical Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-2 eff.)) Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +0.00 (-50.00) Maximum mana: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Pick of Dwarven Emperors (dig speed 12 turns) (Tool)] Bladed RiftBladed Rift Powered 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 stats: +0(-3) Str / +0(-3) Con Changes resistances: +15% temporal Changes resistances penetration: +0%(-10%) physical Changes damage: +5% physical / +10% temporal Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-2 eff.)) Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Maximum life: +0.00 (-50.00) Spellpower: +10 (+3 eff.) Mindpower: +10 (+4 eff.) When carried: Talent granted: +0(+-1) Dig 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. |
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. |
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. |
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 117 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 758.88 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. |
[vs. Pick of Dwarven Emperors (dig speed 12 turns) (Tool)] elven-wood wand of clairvoyance 'Wretchseam' [power 12] (4 cooldown)elven-wood wand of clairvoyance 'Wretchseam' [power 12] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +0(-3) Str / +0(-3) Con Changes resistances: +6% nature / +9% acid Changes resistances penetration: +0%(-10%) physical Changes damage: +24% acid Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-2 eff.)) Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Maximum life: +0.00 (-50.00) When carried: Talent granted: +0(+-1) Dig It can be used to reveal the area around you, dispelling darkness (radius 12, power 88 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Pick of Dwarven Emperors (dig speed 12 turns) (Tool)] volcanic elven-wood wand of trap destruction [power 88] (9 cooldown)volcanic elven-wood wand of trap destruction [power 88] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +0(-3) Str / +0(-3) Con Changes resistances penetration: +0%(-10%) physical Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-2 eff.)) Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Maximum life: +0.00 (-50.00) When carried: Talent granted: +0(+-1) Dig It can be used to disarm traps (88 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Pick of Dwarven Emperors (dig speed 12 turns) (Tool)] Emawen [power 333] (4 cooldown)Emawen [power 333] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +4 Changes stats: +0(-3) Str / +0(-3) Con Maximum wards: +3 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Changes resistances penetration: +5%(-5%) physical Talent cooldown: Strike (-1 turn) Talents granted: +4 Void Blast +5 Strike +1 Ward Critical mult.: +6.00% Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-2 eff.)) Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Silence immunity: +10% Disarm immunity: +10% Stamina each turn: +0.40 Maximum life: +0.00 (-50.00) When carried: Talent granted: +0(+-1) Dig It can be used to creates a wall of flames lasting 4 turns (dealing 413 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. |
[vs. Pick of Dwarven Emperors (dig speed 12 turns) (Tool)] Void ShardVoid Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +0(-3) Str / +8 Mag / +0(-3) Con Changes resistances: +10% darkness / +10% temporal Changes resistances penetration: +0%(-10%) physical Changes damage: +12% darkness / +12% temporal Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-2 eff.)) Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Maximum life: +0.00 (-50.00) Spellpower: +10 (+3 eff.) When carried: Talent granted: +0(+-1) Dig It can be used to release a radius 2 burst of void energy at up to range 5, dealing 251.72 temporal and 300.44 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Farthook the Ogre Sun Paladin level 32
1st Summertide 123rd year of Ascendancy at 07:35 see stats
By Farthook the Ogre Sun Paladin level 17
60th Haze 122nd year of Ascendancy at 13:01 see stats
By Farthook the Ogre Sun Paladin level 32
62nd Pyre 123rd year of Ascendancy at 09:30 see stats
By Farthook the Ogre Sun Paladin level 37
49th Dusk 123rd year of Ascendancy at 03:43 see stats
By Farthook the Ogre Sun Paladin level 39
76th Dusk 123rd year of Ascendancy at 05:37 see stats
By Farthook the Ogre Sun Paladin level 44
12nd Regrowth 124th year of Ascendancy at 19:56 see stats
By Farthook the Ogre Sun Paladin level 36
45th Dusk 123rd year of Ascendancy at 13:50 see stats
By Farthook the Ogre Sun Paladin level 27
78th Regrowth 123rd year of Ascendancy at 02:05 see stats
By Farthook the Ogre Sun Paladin level 16
55th Haze 122nd year of Ascendancy at 02:52 see stats
By Farthook the Ogre Sun Paladin level 50
5th Dusk 124th year of Ascendancy at 00:23 see stats
By Farthook the Ogre Sun Paladin level 50
9th Mirth 124th year of Ascendancy at 18:05 see stats
By Farthook the Ogre Sun Paladin level 11
19th Dusk 122nd year of Ascendancy at 01:34 see stats
By Farthook the Ogre Sun Paladin level 35
39th Dusk 123rd year of Ascendancy at 14:15 see stats
By Farthook the Ogre Sun Paladin level 38
66th Dusk 123rd year of Ascendancy at 09:12 see stats
By Farthook the Ogre Sun Paladin level 17
10th Decay 122nd year of Ascendancy at 23:46 see stats
By Farthook the Ogre Sun Paladin level 50
53rd Pyre 124th year of Ascendancy at 14:34 see stats
By Farthook the Ogre Sun Paladin level 50
57th Dusk 124th year of Ascendancy at 17:54 see stats
By Farthook the Ogre Sun Paladin level 17
1st Wintertide 123rd year of Ascendancy at 03:19 see stats
By Farthook the Ogre Sun Paladin level 18
1st Regrowth 123rd year of Ascendancy at 04:33 see stats
By Farthook the Ogre Sun Paladin level 50
28th Dusk 124th year of Ascendancy at 20:45 see stats
By Farthook the Ogre Sun Paladin level 37
64th Dusk 123rd year of Ascendancy at 04:31 see stats
By Farthook the Ogre Sun Paladin level 50
68th Pyre 124th year of Ascendancy at 03:04 see stats
By Farthook the Ogre Sun Paladin level 17
60th Haze 122nd year of Ascendancy at 12:32 see stats
By Farthook the Ogre Sun Paladin level 40
76th Dusk 123rd year of Ascendancy at 08:37 see stats
By Farthook the Ogre Sun Paladin level 10
3rd Flare 122nd year of Ascendancy at 22:21 see stats
By Farthook the Ogre Sun Paladin level 20
10th Regrowth 123rd year of Ascendancy at 22:11 see stats
By Farthook the Ogre Sun Paladin level 30
50th Pyre 123rd year of Ascendancy at 16:11 see stats
By Farthook the Ogre Sun Paladin level 40
76th Dusk 123rd year of Ascendancy at 07:25 see stats
By Farthook the Ogre Sun Paladin level 50
43rd Pyre 124th year of Ascendancy at 01:53 see stats
By Farthook the Ogre Sun Paladin level 28
38th Pyre 123rd year of Ascendancy at 09:12 see stats
By Farthook the Ogre Sun Paladin level 50
45th Pyre 124th year of Ascendancy at 11:43 see stats
By Farthook the Ogre Sun Paladin level 50
28th Dusk 124th year of Ascendancy at 19:05 see stats
By Farthook the Ogre Sun Paladin level 50
56th Pyre 124th year of Ascendancy at 14:11 see stats
By Farthook the Ogre Sun Paladin level 12
26th Dusk 122nd year of Ascendancy at 14:19 see stats
By Farthook the Ogre Sun Paladin level 28
10th Pyre 123rd year of Ascendancy at 10:20 see stats
By Farthook the Ogre Sun Paladin level 29
46th Pyre 123rd year of Ascendancy at 19:12 see stats
By Farthook the Ogre Sun Paladin level 35
40th Dusk 123rd year of Ascendancy at 21:35 see stats
By Farthook the Ogre Sun Paladin level 17
10th Decay 122nd year of Ascendancy at 23:46 see stats
By Farthook the Ogre Sun Paladin level 35
40th Dusk 123rd year of Ascendancy at 15:57 see stats
By Farthook the Ogre Sun Paladin level 50
57th Dusk 124th year of Ascendancy at 17:51 see stats
By Farthook the Ogre Sun Paladin level 50
9th Dusk 124th year of Ascendancy at 08:45 see stats
By Farthook the Ogre Sun Paladin level 5
3rd Mirth 122nd year of Ascendancy at 23:26 see stats
By Farthook the Ogre Sun Paladin level 17
60th Haze 122nd year of Ascendancy at 13:01 see stats
By Farthook the Ogre Sun Paladin level 13
42nd Dusk 122nd year of Ascendancy at 03:53 see stats
By Farthook the Ogre Sun Paladin level 43
6th Regrowth 124th year of Ascendancy at 17:18 see stats
By Farthook the Ogre Sun Paladin level 44
18th Regrowth 124th year of Ascendancy at 15:18 see stats
By Farthook the Ogre Sun Paladin level 10
8th Flare 122nd year of Ascendancy at 10:09 see stats
By Farthook the Ogre Sun Paladin level 40
23rd Haze 123rd year of Ascendancy at 22:49 see stats
By Farthook the Ogre Sun Paladin level 43
6th Regrowth 124th year of Ascendancy at 04:22 see stats
By Farthook the Ogre Sun Paladin level 29
48th Pyre 123rd year of Ascendancy at 14:37 see stats
By Farthook the Ogre Sun Paladin level 17
60th Haze 122nd year of Ascendancy at 13:01 see stats
By Farthook the Ogre Sun Paladin level 31
61st Pyre 123rd year of Ascendancy at 15:00 see stats
By Farthook the Ogre Sun Paladin level 37
64th Dusk 123rd year of Ascendancy at 08:42 see stats
Log
The shield around Farthook crumbles.
Atamathon the Giant Golem damages himself through Martyrdom!
Atamathon the Giant Golem reflects damage back to Farthook!
Atamathon the Giant Golem hits Farthook for (24 absorbed), 0 physical, (0 absorbed), 0 light, (143 absorbed), 38 fire, 1 light, 1 fire (40 total damage).
Weapon of Wrath hits Atamathon the Giant Golem for (13 absorbed), 1 fire (1 total damage).
Farthook hits Atamathon the Giant Golem for (156 absorbed), 17 physical, (3 absorbed), 0 light, (0 absorbed), 0 fire, (12 absorbed), 1 light (19 total damage).
A shield forms around Farthook.
Farthook is on fire!
Atamathon the Giant Golem's fire burn area effect hits Farthook for (87 absorbed), 0 fire (0 total damage).
Atamathon the Giant Golem receives 121 healing from Farthook's healing light area effect.
Farthook receives 151 healing from Farthook's healing light area effect.
Your shield crumbles under the damage!
The shield around Farthook crumbles.
Atamathon the Giant Golem damages himself through Martyrdom!
Atamathon the Giant Golem reflects damage back to Farthook!
Farthook hits Atamathon the Giant Golem for (3 absorbed), 0 cold, (1 absorbed), 0 fire, (4 absorbed), 0 fire, (4 absorbed), 0 physical (1 total damage).
Atamathon the Giant Golem hits Farthook for (86 absorbed), 116 cold, 54 fire, 0 fire, 1 physical (171 total damage).
Talent Flash of the Blade is ready to use.
Talent Wave of Power is ready to use.
Atamathon the Giant Golem damages himself through Martyrdom!
Cauterize hits Farthook for 7 fire damage.
Farthook hits Atamathon the Giant Golem for (0 absorbed), 0 fire (0 total damage).
Burning from Atamathon the Giant Golem hits Farthook for 29 fire damage.
Farthook casts Flash of the Blade.
Farthook performs a melee critical strike against Atamathon the Giant Golem!
The shield around Atamathon the Giant Golem crumbles.
The demonic soul releases a burst of fire around Atamathon the Giant Golem!
Farthook shrugs off the critical damage!
Saving game...