Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Marauder |
| Level / Exp | 50 / 2559% |
| Size | medium |
| Lifes / Deaths | Killed by disarming trap at level 50 on the 9th Flare 126th year of Ascendancy at 14:49 / 1 |
Primary Stats
| Strength | 93 (base 60) |
| Dexterity | 108 (base 60) |
| Constitution | 25 (base 11) |
| Magic | 46 (base 15) |
| Willpower | 39 (base 14) |
| Cunning | 121 (base 60) |
Resources
| Mana | 385/419 |
| Equilibrium | 20 |
| Life | 902/902 |
| Positive | 0/197 |
| Stamina | 290/290 |
| Healing Factor | 1.26 |
| Regeneration | 5.9849999999987 |
Speed
| Mental | -10.000000000003% |
| Attack | 0% |
| Movement | +87% |
| Spell | 0% |
| Global | +99.999999999984% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 22 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 75 |
| Crit Chance | 106% |
| APR | 64 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 85 |
| Accuracy | 75 |
| Crit Chance | 119% |
| APR | 78 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.566666666667 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 54.176724666121 |
| Ranged Defense | 54.176724666121 |
| Fatigue | 0 |
| Physical Save | 52.475 |
| Spell Save | 55.291666666667 |
| Mental Save | 67.78125 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Pinning Resistance | 5% |
| Teleport Resistance | 20% |
| Confusion Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1036% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 267.65 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 72. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1021% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 13 turns. While Heroism is active, you will only die when reaching -1169 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Premonition |
| talent | Precise Strikes |
| talent | Yarrrr!! |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 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 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the injured seer from death by Isynn the carrion worm mass. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You abandoned repented thief to death. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Isokira the vampire. Escort: worried loremaster (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1747. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zuballe the Nightriver (0 def, 5 armour) =**REG**= Zuballe the Nightriver (0 def, 5 armour) =**REG**=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 Armour: +5 Fatigue: -16% Damage when hit (Melee): 12 darkness / 4 temporal Changes stats: +3 Str Changes resistances penetration: +15% physical Changes damage: +12% physical Critical mult.: +9.00% Reduces incoming crit damage: 20.00% Maximum encumbrance: +42 Physical save: +6 Stamina each turn: +0.90 Maximum life: +58.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eldritch Pearl =Water +Wet?= Eldritch Pearl =Water +Wet?=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 44 power out of 150/150) : Effective talent level: 4.0 Power cost: 44 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 23.78 cold damage and 28.70 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Flashsquall (0 def, 5 armour) =**REG**= Flashsquall (0 def, 5 armour) =**REG**=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 12 lightning Changes stats: +20 Dex Changes resistances: +6% lightning / +2% physical / +28% darkness / +3% blight Teleport immunity: +10% Stamina when hit: +2.20 Equilibrium when hit: +2.90 Infravision radius: +16 A cap made of leather. |
| On hands | Venomkarma the drakeskin leather gloves (0 def, 3 armour) =Dmg= Venomkarma the drakeskin leather gloves (0 def, 3 armour) =Dmg=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Physical power: +19 Armour: +3 Effects on melee hit: * Slows global speed by 30% * 10% chance to gain 10% of a turn Changes stats: +6 Str / +6 Mag / +6 Cun Changes resistances: +6% fire / +10% light / +10% darkness Changes damage: +6% temporal Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +20% Infravision radius: +2 When used to modify unarmed attacks: Base power: 46.0 - 50.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 5). On weapon hit: * Slows global speed by 40% * 20% chance to gain 10% of a turn Damage (Melee): +12 temporal Burst (radius 2) on crit: +4 temporal / +49 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 63.55 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | warded elven-wood wand of firewall [power 257] (4 cooldown) =Wards +Firewall= warded elven-wood wand of firewall [power 257] (4 cooldown) =Wards +Firewall=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +5 lightning / +5 temporal / +4 blight / +4 fire / +5 cold Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 257 overall), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Treegasher the stralite ring Treegasher the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 Defense: +12 Effects on melee hit: * Slows global speed by 45% * 31% chance to cause random insanity Damage (Melee): 41 bleed Effects on ranged hit: * 36% chance to cause random insanity Damage (Ranged): 37 bleed Changes stats: +1 Mag / +1 Wil / +18 Cun / +2 Con Changes resistances: +6% nature Changes damage: +6% nature Hate when firing a critical mind attack: +6.00 Maximum hate: +23.00 Infravision radius: +4 See invisible: +6 Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
| On fingers | Ebonybait the voratun ring Ebonybait the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Defense: +15 Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +30% acid / +12% temporal / +26% fire / +28% cold / +30% lightning Changes resistances penetration: +5% mind Changes damage: +21% temporal Mental save: +15 Confusion immunity: +45% Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 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 28% for 5 turns. Rings can have magical properties. |
| Around neck | Glywe the Flashbraze =Stam +Movespeed= Glywe the Flashbraze =Stam +Movespeed=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Dex / +9 Cun / +7 Con Changes resistances: +9% lightning / +6% light / +9% acid Spell save: +18 Life regen: +0.90 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Xirevena the Daypanic (41.5-58.1 power, 6 apr) =TP= Xirevena the Daypanic (41.5-58.1 power, 6 apr) =TP=Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 acid When wielded/worn: Physical crit. chance: +11.0% Physical power: +15 Changes stats: +1 Mag / +4 Cun / +1 Con Changes resistances penetration: +11% mind / +15% darkness Changes damage: +15% light / +12% blight Critical mult.: +10.00% Spell save: +10 Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% One-handed war axes. |
| Around waist | Islyrira the drakeskin leather belt =**REG**= Islyrira the drakeskin leather belt =**REG**=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +8 Str / +12 Dex / +6 Wil / +13 Cun Changes resistances: +3% lightning / +3% fire Critical mult.: +15.00% Physical save: +20 Spell save: +20 Mental save: +14 Pinning immunity: +5% Teleport immunity: +10% Life regen: +3.60 Only die when reaching: -80.00 life Mental crit. chance: +14% Healing mod.: +26% A belt that goes around your waist. |
| In off hand | Dagger of the Past (25-32.5 power, 20 apr) =Movespeed= Dagger of the Past (25-32.5 power, 20 apr) =Movespeed=Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 Changes damage: +5% temporal Spell save: +10 Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
| Cloak | Mozor the elven-silk cloak (3 def, 0 armour) =**REG**= Mozor the elven-silk cloak (3 def, 0 armour) =**REG**=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +26 Armour penetration: +26 Defense: +3 Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +2% physical / +3% nature / +9% cold Critical mult.: +60.00% Stealth bonus: +23 Physical save: +13 Mental save: +12 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Aeraretir' (5 def, 0 armour) =**REG**= elven-silk robe 'Aeraretir' (5 def, 0 armour) =**REG**=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +4 Defense: +5 Changes stats: +14 Str / +1 Dex / +8 Mag / +8 Wil Changes resistances: +15% lightning / +2% physical / +30% darkness / +6% blight / +16% cold / +30% mind / +3% fire Changes resistances penetration: +20% darkness / +17% physical Changes damage: +18% lightning / +32% physical / +20% darkness / +19% cold Physical save: +18 Spell save: +19 Mental save: +40 Maximum hate: +10.00 Mindpower: +10 Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the psychic (+13 for 13 turns, die at -841) heroism infusion of the psychic (+13 for 13 turns, die at -841)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 13 turns. While Heroism is active, you will only die when reaching -841 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune (absorb 357 for 8 turns) shielding rune (absorb 357 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 357 damage for 8 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Blackhacker the voratun amulet Blackhacker the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 Damage when hit (Melee): 12 arcane Changes stats: +2 Str Changes resistances: +6% darkness Changes resistances penetration: +15% arcane Changes damage: +9% temporal / +10% physical Physical save: +24 Spell save: +25 Mental save: +25 Blindness immunity: +34% Infravision radius: +10 Sight radius: +2 See invisible: +15 Combat speed: +10% Amulets can have magical properties. |
Blazeseam the voratun amulet Blazeseam the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +8.0% Effects on melee hit: * 45% chance to blind Changes stats: +1 Con Changes resistances: +4% physical Changes damage: +6% light Critical mult.: +20.00% Maximum encumbrance: +20 Physical save: +25 Spell save: +25 Mental save: +25 Teleport immunity: +50% Stamina each turn: +0.20 Light radius: +3 Healing mod.: +20% It can be used to teleports you randomly (rad 65), placing all other charms into a 9 cooldown. Amulets can have magical properties. |
Blindbreacher =Stuff= Blindbreacher =Stuff=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex / +2 Wil / +5 Cun Changes resistances penetration: +5% darkness Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.40 Cunning / Dirty fighting +0.40 Wild-gift / Harmony Blindness immunity: +35% Maximum hate: +8.00 Mindpower: +4 Infravision radius: +8 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
Chalantir the Sulfurviper Chalantir the SulfurviperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 temporal Changes stats: +4 Str Changes resistances: +9% blight / +6% temporal Changes resistances penetration: +25% nature Changes damage: +6% nature / +15% temporal Amulets can have magical properties. |
Chalohad ChalohadInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +7 Physical crit. chance: +6.0% Armour: +8 Defense: +12 Changes stats: +10 Con Changes resistances: +6% blight / +6% fire / +6% mind / +3% light Changes resistances cap: +7% all Critical mult.: +19.00% Physical save: +25 Disease immunity: +35% Disarm immunity: +20% Stun/Freeze immunity: +10% Teleport immunity: +25% Amulets can have magical properties. |
Cyrymitta =Speed +Orc Tp= Cyrymitta =Speed +Orc Tp=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 Damage (Melee): 15 light / 14 darkness Effects when hit in melee: * 13% chance to inflict damage reduction * 14% chance to blind Changes stats: +8 Mag / +1 Wil / +4 Cun Changes damage: +7% physical / +14% light / +12% darkness Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Maximum psi: +10.00 Mindpower: +2 Combat speed: +10% Amulets can have magical properties. |
Dagorek the Sootwisp Dagorek the SootwispPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 10 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 13% chance to inflict damage reduction Damage when hit (Melee): 4 acid / 12 darkness Changes stats: +7 Wil Changes resistances: +3% darkness / +15% physical Changes resistances penetration: +15% fire Changes damage: +9% fire / +14% light / +15% darkness Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Mental save: +13 Confusion immunity: +25% Stamina each turn: +1.20 Mindpower: +15 Light radius: +2 Amulets can have magical properties. |
Deepssage the gold amulet =Speed +DR= Deepssage the gold amulet =Speed +DR=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 45% chance to inflict damage reduction Changes stats: +2 Wil Changes resistances: +6% arcane Changes resistances penetration: +5% darkness Talent mastery: +0.27 Technique / Combat techniques Mana each turn: +0.08 Amulets can have magical properties. |
Delaroddatir the Pitchblast =Slow +Unseen Atk?= Delaroddatir the Pitchblast =Slow +Unseen Atk?=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 Defense: +13 Effects on melee hit: * Slows global speed by 30% Changes stats: +13 Lck Changes resistances: +6% blight / +5% arcane / +3% mind Changes damage: +6% darkness / +6% mind Spell save: +20 Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Earthen Beads =~Healz~= Earthen Beads =~Healz~=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 22 power out of 40/40) : Effective talent level: 2.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 256 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Faloziladunatar FaloziladunatarPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Dex / +10 Mag / +2 Con Changes resistances: +12% mind Changes damage: +15% blight / +15% fire Talent masteries: +0.40 Wild-gift / Harmony +0.40 Technique / Thuggery Critical mult.: +17.00% Maximum encumbrance: +30 Only die when reaching: -60.00 life Spellpower: +15 Amulets can have magical properties. |
Frost Lord's Chain =Icenanigans= Frost Lord's Chain =Icenanigans=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Furnaceshaper FurnaceshaperPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +6 Ranged Defense: +6 Fatigue: -10% Changes stats: +15 Mag Changes resistances: +12% light / +9% cold Changes damage: +6% fire Reduces incoming crit damage: 10.00% Physical save: +9 Spell save: +30 Pinning immunity: +15% Life regen: +3.90 Mana each turn: +0.57 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +49.00 Amulets can have magical properties. |
Gatohor the Sparkknight Gatohor the SparkknightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 lightning / 4 acid Changes resistances: +15% acid / +6% lightning Changes resistances penetration: +10% temporal Changes damage: +18% acid Blindness immunity: +16% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Glorina the Oozesear =~Str +Blind Im~= Glorina the Oozesear =~Str +Blind Im~=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +1 Cun / +9 Str Changes resistances: +3% nature Changes damage: +6% nature Grants telepathy: Dragon Talent mastery: +0.36 Technique / Conditioning Critical mult.: +5.00% Blindness immunity: +31% Equilibrium when hit: +0.04 Infravision radius: +9 Sight radius: +2 See invisible: +14 Amulets can have magical properties. |
Grinerodil the steel amulet Grinerodil the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +6 Str / +3 Cun / +1 Con Changes resistances: +2% physical Maximum encumbrance: +20 Maximum stamina: +15.00 Damage Shield penetration: +20% Amulets can have magical properties. |
Gurenne the Wretchbearer =Dex +Rescap +slow= Gurenne the Wretchbearer =Dex +Rescap +slow=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 Effects on melee hit: * Slows global speed by 45% * 30% chance to disease Damage when hit (Melee): 4 lightning Changes stats: +10 Dex / +6 Wil Changes resistances: +3% nature Changes resistances cap: +7% all Changes damage: +9% nature Physical save: +27 Mental save: +13 Confusion immunity: +23% Mindpower: +12 Amulets can have magical properties. |
Shard of Insanity =Inner Deamons +Mind Res= Shard of Insanity =Inner Deamons +Mind Res=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 Confusion immunity: -100% Mindpower: +8 It can be used to activate talent Inner Demons (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 17% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Shockstalker the steel amulet Shockstalker the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 56% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +15% lightning Changes resistances penetration: +15% fire Changes damage: +6% lightning / +18% fire Talent mastery: +0.21 Technique / Conditioning Amulets can have magical properties. |
Splendoursaw the gold amulet =~Light Rad +L/D Im~= Splendoursaw the gold amulet =~Light Rad +L/D Im~=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +20% light / +17% darkness Changes resistances penetration: +10% light / +10% lightning Blindness immunity: +34% Light radius: +2 Amulets can have magical properties. |
Unrurak the stralite amulet =Healz= Unrurak the stralite amulet =Healz=Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +3 Mag Changes damage: +4% acid / +6% temporal / +5% cold / +4% lightning / +4% fire Blindness immunity: +16% Cut immunity: +60% Spellpower: +4 Spell crit. chance: +4% Infravision radius: +5 Sight radius: +2 See invisible: +9 Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 314 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Velyriawen the Sparkwell Velyriawen the SparkwellCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +10 Dex / +10 Cun / +10 Con Changes resistances: +12% lightning / +3% nature / +15% acid Changes resistances penetration: +34% acid / +5% lightning Life regen: +1.50 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
Zubulrakira the Flashblack =Tp +Dmg shield pen= Zubulrakira the Flashblack =Tp +Dmg shield pen=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to inflict damage reduction * 15% chance to blind Damage when hit (Melee): 12 lightning / 16 fire / 4 arcane Changes stats: +2 Wil / +6 Mag Changes damage: +8% acid / +12% light / +8% lightning / +8% cold / +8% fire / +6% arcane / +13% darkness Teleport immunity: +50% Maximum mana: +60.00 Spellpower: +6 Spell crit. chance: +9% Damage Shield penetration: +30% It can be used to teleports you randomly (rad 58), placing all other charms into a 9 cooldown. Amulets can have magical properties. |
archmage's stralite amulet of manastreaming archmage's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +10 Mag Changes damage: +7% acid / +8% fire / +8% cold / +8% lightning Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +47.00 Spellpower: +5 Spell crit. chance: +6% Amulets can have magical properties. |
cleansing steel amulet of willpower (+2) =~Pois/Dis Im +Res's~= cleansing steel amulet of willpower (+2) =~Pois/Dis Im +Res's~=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% nature / +10% blight Poison immunity: +22% Disease immunity: +24% Amulets can have magical properties. |
copper amulet 'Noonweeper' =~Corrode Armor~= copper amulet 'Noonweeper' =~Corrode Armor~=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 12 light Changes resistances: +13% fire / +11% cold Changes damage: +9% light Amulets can have magical properties. |
grounding steel amulet =~Stun Im~= grounding steel amulet =~Stun Im~=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
insulating stralite amulet of mastery (0.34 Technique / Combat training) =!! Test: Combat training= insulating stralite amulet of mastery (0.34 Technique / Combat training) =!! Test: Combat training=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% fire / +26% cold Talent mastery: +0.34 Technique / Combat training Amulets can have magical properties. |
mindweaver's stralite amulet of murder =Crit +Arm Pen= mindweaver's stralite amulet of murder =Crit +Arm Pen=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 Armour penetration: +8 Physical crit. chance: +6.0% Changes stats: +5 Wil Critical mult.: +17.00% Mental save: +13 Confusion immunity: +22% Mindpower: +13 Amulets can have magical properties. |
protective stralite amulet of perfection (0.30 Technique / Conditioning,0.30 Technique / Combat training) protective stralite amulet of perfection (0.30 Technique / Conditioning,0.30 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +9 Changes resistances cap: +6% all Talent masteries: +0.30 Technique / Conditioning +0.30 Technique / Combat training Physical save: +16 Amulets can have magical properties. |
serendipitous stralite amulet of murder serendipitous stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +26 Armour penetration: +8 Physical crit. chance: +6.0% Defense: +15 Changes stats: +17 Lck Critical mult.: +17.00% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
stabilizing copper amulet of strength (+3) =~Pin/Knock Im~= stabilizing copper amulet of strength (+3) =~Pin/Knock Im~=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +24% Amulets can have magical properties. |
stralite amulet 'Healrip' =**REG**= stralite amulet 'Healrip' =**REG**=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 Damage (Melee): 10 light / 12 darkness Effects when hit in melee: * 10% chance to inflict damage reduction * 10% chance to blind Changes resistances: +6% mind / +9% nature Changes resistances penetration: +10% mind Changes damage: +7% physical / +9% light / +3% nature / +6% mind / +10% darkness Talent mastery: +0.32 Technique / Dual weapons Combat speed: +10% Amulets can have magical properties. |
voratun amulet 'Abyssspar' voratun amulet 'Abyssspar'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 Defense: +16 Fatigue: -10% Damage when hit (Melee): 28 mind Changes stats: +20 Lck / +6 Wil Changes resistances: +9% fire Changes damage: +12% mind Mental save: +15 Confusion immunity: +22% Life regen: +4.50 Hate when firing a critical mind attack: +6.00 Mindpower: +23 Heals friendly targets nearby when you use a nature summon: +20 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
voratun amulet 'Flowerjeer' voratun amulet 'Flowerjeer'Infused by nature Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +4 Ranged Defense: +4 Changes stats: +5 Wil Changes resistances: +28% blight / +9% cold / +28% nature Reduces incoming crit damage: 5.00% Spell save: +9 Mental save: +18 Blindness immunity: +40% Poison immunity: +50% Disease immunity: +50% Cut immunity: +10% Confusion immunity: +25% Pinning immunity: +10% Teleport immunity: +15% Mindpower: +13 Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
voratun amulet 'Sewerslice' voratun amulet 'Sewerslice'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 12% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 12 blight Changes stats: +2 Str / +3 Wil / +3 Cun / +2 Con Changes resistances: +6% blight Changes damage: +18% blight / +15% fire / +15% light / +13% darkness Critical mult.: +20.00% Physical save: +25 Spell save: +25 Mental save: +20 Spellpower: +13 Light radius: +3 Amulets can have magical properties. |
warrior's stralite amulet of murder warrior's stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 Armour penetration: +8 Physical crit. chance: +6.0% Changes resistances: +13% physical Critical mult.: +18.00% Stamina each turn: +1.00 Amulets can have magical properties. |
Airserpent the stralite ring =Crit mult +Mule= Airserpent the stralite ring =Crit mult +Mule=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 15% chance to daze Changes stats: +2 Mag Changes resistances: +6% lightning Changes damage: +6% nature / +3% lightning Critical mult.: +20.00% Maximum encumbrance: +36 Spell crit. chance: +2% Damage Shield penetration: +10% Rings can have magical properties. |
Ashstone =**REG**= Ashstone =**REG**=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 Physical power: +15 Effects on melee hit: * 19% chance to cause random insanity * 10% chance to gain 10% of a turn Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 25 bleed Damage when hit (Melee): 12 fire Changes stats: +12 Str / +3 Dex / +10 Cun / +6 Con Changes resistances: +30% acid / +2% physical / +29% cold / +27% fire / +30% lightning Life regen: +0.40 Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.6 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
Bloodcaller =~Healz~= Bloodcaller =~Healz~=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Brightknave the voratun ring Brightknave the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 Armour penetration: +3 Effects on melee hit: * 20% chance to cause random insanity Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 23 bleed Damage when hit (Melee): 12 physical Changes stats: +10 Cun / +2 Dex Changes resistances: +3% light Changes resistances penetration: +10% physical Critical mult.: +9.00% Stun/Freeze immunity: +50% Life regen: +4.00 Hate when firing a critical mind attack: +3.00 Maximum life: +98.00 Maximum hate: +14.00 Healing mod.: +40% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.4 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 33%. Rings can have magical properties. |
Erilen =Dis/Pin/Knock Im +Stam= Erilen =Dis/Pin/Knock Im +Stam=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Armour penetration: +2 Changes stats: +3 Str Physical save: +9 Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Stamina each turn: +0.40 Maximum life: +54.00 Rings can have magical properties. |
Gleambraid GleambraidInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Defense: +6 Ranged Defense: +6 Changes stats: +9 Str / +10 Con Changes resistances: +6% light Changes damage: +6% arcane Reduces incoming crit damage: 10.00% Physical save: +6 Poison immunity: +15% Disarm immunity: +45% Pinning immunity: +55% Stun/Freeze immunity: +15% Knockback immunity: +53% Life regen: +2.00 Maximum life: +137.00 Healing mod.: +30% Rings can have magical properties. |
Glyyavena GlyyavenaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Defense: +36 Damage when hit (Melee): 4 acid Changes stats: +2 Mag / +12 Wil / +18 Cun Changes resistances: +30% acid / +30% cold / +30% fire / +6% mind / +30% lightning Cut immunity: +10% Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Mindpower: +15 Rings can have magical properties. |
Gorasus the steel ring =Mule +Tp demons= Gorasus the steel ring =Mule +Tp demons=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 Changes stats: +2 Dex Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +20 Physical save: +10 Spell save: +11 Mental save: +10 Maximum stamina: +10.00 Rings can have magical properties. |
Lightlady LightladyInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Effects on melee hit: * 30% chance to corrode armor * 10 arcane resource burn * Slows global speed by 15% Damage when hit (Melee): 4 light Changes stats: +10 Cun / +10 Dex Changes resistances: +3% blight / +156% cold / +3% light / +3% temporal Changes damage: +15% acid / +39% cold Spell save: +9 Rings can have magical properties. |
Mardegorn MardegornInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun / +10 Wil Changes resistances: +9% light / +3% fire Grants telepathy: Humanoid/Orc Physical save: +6 Disease immunity: +15% Cut immunity: +10% Mindpower: +11 Rings can have magical properties. |
Morningpython the gold ring =~Light Rad +Blind +Dis Im= Morningpython the gold ring =~Light Rad +Blind +Dis Im=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +9% blight / +10% nature / +6% light Poison immunity: +17% Disease immunity: +19% Light radius: +3 Rings can have magical properties. |
Murksweep =~Slow(30)~= Murksweep =~Slow(30)~=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Wil Changes resistances: +12% arcane / +12% nature Changes damage: +12% arcane Equilibrium when hit: +0.04 Maximum hate: +2.00 Maximum psi: +10.00 Rings can have magical properties. |
Phlegmobsidian the voratun ring Phlegmobsidian the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +17 Defense: +17 Changes stats: +8 Cun / +17 Wil Changes resistances: +9% nature / +12% temporal Changes resistances penetration: +15% nature Changes damage: +6% darkness / +6% temporal Mental save: +34 Mindpower: +15 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Pusenvy the voratun ring Pusenvy the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +14 Defense: +21 Ranged Defense: +4 Changes stats: +6 Con Changes resistances: +6% acid / +12% cold / +6% light Changes resistances penetration: +15% nature Spell save: +25 Blindness immunity: +50% Poison immunity: +30% Pinning immunity: +10% Maximum stamina: +40.00 Infravision radius: +6 See stealth: +25 See invisible: +22 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Pugilism +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Shinenull the copper ring Shinenull the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances penetration: +10% arcane Changes damage: +9% light Critical mult.: +25.00% Maximum vim: +10.00 Spellpower: +9 Rings can have magical properties. |
Splendourdare the voratun ring =Dragon Tp +Blind Im +rC= Splendourdare the voratun ring =Dragon Tp +Blind Im +rC=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun / +4 Con Changes resistances: +6% light Changes resistances penetration: +5% temporal Changes damage: +6% temporal Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Blindness immunity: +49% Infravision radius: +6 See stealth: +25 See invisible: +24 Rings can have magical properties. |
Suntorrent =Mag= Suntorrent =Mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +7 Mag / +8 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% fire Changes damage: +12% fire Spellpower: +13 Rings can have magical properties. |
Tarryleg =Disengage +Arm Pen +healM= Tarryleg =Disengage +Arm Pen +healM=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +17 Changes stats: +1 Mag Stun/Freeze immunity: +39% Life regen: +3.70 Maximum life: +91.00 Maximum mana: +100.00 Spell crit. chance: +2% Healing mod.: +24% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Torimakath TorimakathInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +22 Physical power: +6 Changes stats: +3 Str / +10 Dex / +8 Wil / +8 Cun Changes resistances: +36% cold Changes damage: +6% physical / +18% cold Physical save: +12 Stamina each turn: +0.40 Maximum life: +50.00 Mindpower: +15 Rings can have magical properties. |
Tulandil the steel ring =Turns= Tulandil the steel ring =Turns=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Ranged Defense: +2 Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +15% blight / +6% temporal / +9% nature / +5% arcane Poison immunity: +17% Disease immunity: +18% Confusion immunity: +10% Stun/Freeze immunity: +5% Teleport immunity: +10% Rings can have magical properties. |
Xerilravena the Duskreek Xerilravena the DuskreekPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 Effects on melee hit: * 56% chance to inflict damage reduction Damage when hit (Melee): 4 mind Changes stats: +3 Dex / +8 Mag / +7 Wil Changes resistances: +3% darkness Changes damage: +9% darkness / +6% arcane / +7% all Stun/Freeze immunity: +48% Life regen: +2.80 Equilibrium when hit: +0.04 Maximum psi: +20.00 Spellpower: +35 Mindpower: +20 Infravision radius: +1 Rings can have magical properties. |
gladiator's stralite ring of warding =Str/Res/Pow= gladiator's stralite ring of warding =Str/Res/Pow=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 Changes stats: +8 Str / +9 Con Changes resistances: +26% acid / +25% fire / +25% lightning / +24% cold Rings can have magical properties. |
gold ring 'Firethorn' =Nat Dmg/Res= gold ring 'Firethorn' =Nat Dmg/Res=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 acid / 20 fire Changes resistances: +32% nature / +3% mind Changes resistances penetration: +5% fire Changes damage: +16% nature Rings can have magical properties. |
gold ring 'Mayewyn' =Orc Tp +Crit mult +mule= gold ring 'Mayewyn' =Orc Tp +Crit mult +mule=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 12 acid Changes damage: +6% acid Grants telepathy: Dragon Humanoid/Orc Critical mult.: +15.00% Maximum encumbrance: +32 Mindpower: +2 Rings can have magical properties. |
gold ring of warding =Res's= gold ring of warding =Res's=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +22% acid / +22% fire / +21% lightning / +19% cold Rings can have magical properties. |
marksman's copper ring of light (+24%) marksman's copper ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
marksman's gold ring of corrosion (+24%) =~Dex +Acid Res~= marksman's gold ring of corrosion (+24%) =~Dex +Acid Res~=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
mule's gold ring of aether (+16%) mule's gold ring of aether (+16%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Changes resistances: +16% arcane Changes damage: +16% arcane Maximum encumbrance: +32 Rings can have magical properties. |
mule's steel ring of light (+24%) =Light Res +Mule= mule's steel ring of light (+24%) =Light Res +Mule=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +24% light Changes damage: +12% light Maximum encumbrance: +23 Rings can have magical properties. |
painweaver's gold ring of nature (+32%) painweaver's gold ring of nature (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 Changes resistances: +32% nature Changes damage: +16% nature / +7% all Spellpower: +14 Mindpower: +14 Rings can have magical properties. |
psionicist's gold ring of fire (+32%) psionicist's gold ring of fire (+32%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances: +32% fire Changes damage: +16% fire Mental save: +14 Rings can have magical properties. |
psionicist's stralite ring of perseverance =Stun Res= psionicist's stralite ring of perseverance =Stun Res=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Mental save: +14 Stun/Freeze immunity: +44% Life regen: +2.60 Rings can have magical properties. |
savage's gold ring of speed =Speed= savage's gold ring of speed =Speed=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Defense: +11 Changes stats: +3 Con Spell save: +11 Maximum stamina: +25.00 Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 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 28% for 5 turns. Rings can have magical properties. |
savage's stralite ring of sensing =Blind Im= savage's stralite ring of sensing =Blind Im=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Spell save: +18 Blindness immunity: +33% Maximum stamina: +34.00 Infravision radius: +5 See stealth: +21 See invisible: +17 Rings can have magical properties. |
sneakthief's stralite ring of blinding strikes sneakthief's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Effects on melee hit: * 28% chance to blind Effects on ranged hit: * 25% chance to blind Changes stats: +9 Cun / +9 Dex Rings can have magical properties. |
sneakthief's stralite ring of life =Life n Heal= sneakthief's stralite ring of life =Life n Heal=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 Changes stats: +9 Cun / +9 Dex Life regen: +1.10 Maximum life: +75.00 Healing mod.: +23% Rings can have magical properties. |
solipsist's stralite ring of nature (+36%) =Stats +Nat res= solipsist's stralite ring of nature (+36%) =Stats +Nat res=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +8 Wil Changes resistances: +36% nature Changes damage: +18% nature Mindpower: +13 Rings can have magical properties. |
solipsist's stralite ring of pilfering =Disengage= solipsist's stralite ring of pilfering =Disengage=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 Armour penetration: +15 Defense: +15 Changes stats: +8 Cun / +8 Wil Mindpower: +13 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
solipsist's stralite ring of warding =Res's= solipsist's stralite ring of warding =Res's=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +7 Wil Changes resistances: +26% acid / +21% fire / +24% lightning / +19% cold Mindpower: +13 Rings can have magical properties. |
steel ring 'Khelerin' =~T Res~= steel ring 'Khelerin' =~T Res~=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +5 Mag / +5 Wil Changes resistances: +6% temporal Changes damage: +3% temporal Spellpower: +8 Rings can have magical properties. |
steel ring 'Layiba' =Neg Life +Red crit +Tres= steel ring 'Layiba' =Neg Life +Red crit +Tres=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +3% light / +9% temporal Reduces incoming crit damage: 10.00% Only die when reaching: -80.00 life Spellpower: +7 Rings can have magical properties. |
stralite ring 'Aeroldil' =Cold res +Mule= stralite ring 'Aeroldil' =Cold res +Mule=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +2 Changes stats: +4 Cun / +1 Str Changes resistances: +34% cold Changes damage: +17% cold Maximum encumbrance: +40 Mental save: +34 Life regen: +0.20 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
stralite ring 'Bogquarry' =T res= stralite ring 'Bogquarry' =T res=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes resistances: +9% blight / +6% temporal / +5% arcane / +3% fire Changes resistances penetration: +15% nature / +10% light Changes damage: +9% nature Spell save: +24 Rings can have magical properties. |
stralite ring 'Bolthack' =Daze +Blind Im= stralite ring 'Bolthack' =Daze +Blind Im=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +9 Blindness immunity: +42% Mindpower: +2 Infravision radius: +6 See stealth: +21 See invisible: +21 Rings can have magical properties. |
stralite ring 'Goryrayanik' stralite ring 'Goryrayanik'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 Effects on melee hit: * 15% chance to cause random insanity Damage (Melee): 13 bleed Effects on ranged hit: * 15% chance to cause random insanity Damage (Ranged): 17 bleed Changes stats: +6 Cun / +2 Con Changes resistances: +2% physical Changes damage: +6% all Maximum encumbrance: +20 Physical save: +6 Silence immunity: +33% Mana each turn: +0.20 Hate when firing a critical mind attack: +2.00 Maximum life: +30.00 Maximum hate: +9.00 Spellpower: +11 Mindpower: +13 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.4 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 33%. Rings can have magical properties. |
stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 Armour penetration: +15 Defense: +15 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's gold ring of fire (+26%) =~Res~= titan's gold ring of fire (+26%) =~Res~=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +26% fire Changes damage: +13% fire Physical save: +10 Rings can have magical properties. |
titan's voratun ring of tenacity =~Dis/Pin/Knock Im~= titan's voratun ring of tenacity =~Dis/Pin/Knock Im~=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 Disarm immunity: +31% Pinning immunity: +24% Knockback immunity: +34% Maximum life: +22.00 Rings can have magical properties. |
treant's stralite ring of pilfering =Disingage +Pois/Dis Im= treant's stralite ring of pilfering =Disingage +Pois/Dis Im=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 Armour penetration: +15 Defense: +12 Changes resistances: +13% nature / +13% blight Poison immunity: +26% Disease immunity: +26% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
treant's voratun ring of power =P/D im= treant's voratun ring of power =P/D im=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 Changes resistances: +14% nature / +14% blight Poison immunity: +28% Disease immunity: +30% Spellpower: +15 Mindpower: +15 Rings can have magical properties. |
voratun ring 'Belith' =NegLife +Fire res= voratun ring 'Belith' =NegLife +Fire res=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +6 Changes stats: +7 Cun / +7 Dex Changes resistances: +124% fire Changes damage: +31% fire Reduces incoming crit damage: 15.00% Physical save: +3 Stamina each turn: +0.40 Only die when reaching: -40.00 life Rings can have magical properties. |
voratun ring 'Mirevengeance' voratun ring 'Mirevengeance'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +12 Defense: +17 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 arcane Changes stats: +2 Mag Changes damage: +9% darkness / +6% temporal Spell save: +10 Silence immunity: +50% Life regen: +2.00 Mana each turn: +0.40 Vim when firing critical spell: +1.00 Maximum life: +95.00 Maximum vim: +10.00 Spellpower: +10 Healing mod.: +29% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring 'Offalbiter' =~Res +Con~= voratun ring 'Offalbiter' =~Res +Con~=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +10 Con Changes resistances: +12% nature Changes resistances penetration: +10% fire Changes damage: +3% nature / +3% fire Physical save: +20 Rings can have magical properties. |
voratun ring 'Spiderspar' =PhysPen= voratun ring 'Spiderspar' =PhysPen=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Fatigue: -6% Damage when hit (Melee): 8 nature Changes stats: +16 Cun / +16 Mag Changes resistances penetration: +15% darkness / +20% physical Changes damage: +6% light Physical save: +9 Stamina each turn: +0.60 Spellpower: +42 Mindpower: +15 Rings can have magical properties. |
voratun ring 'Ulfylin' voratun ring 'Ulfylin'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Defense: +8 Ranged Defense: +8 Changes stats: +10 Dex / +10 Mag / +10 Cun / +6 Con Changes resistances: +9% nature Changes damage: +3% physical Reduces incoming crit damage: 5.00% Spell save: +40 Silence immunity: +5% Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +3.00 Maximum stamina: +39.00 Mindpower: +2 Rings can have magical properties. |
voratun ring of life =Life n Heal= voratun ring of life =Life n Heal=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +2.00 Maximum life: +100.00 Healing mod.: +26% Rings can have magical properties. |
warrior's gold ring of light (+28%) =~Res +Arm +Str~= warrior's gold ring of light (+28%) =~Res +Arm +Str~=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +28% light Changes damage: +14% light Rings can have magical properties. |
Cyrana the voratun dagger (36.5-47.45 power, 9 apr) =TP= Cyrana the voratun dagger (36.5-47.45 power, 9 apr) =TP=Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 41% chance to corrode armor On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +11 Changes resistances: +6% blight / +3% temporal / +3% acid Changes resistances penetration: +24% acid / +10% mind Spell save: +20 Mental save: +6 Knockback immunity: +5% Life regen: +4.00 Defense after a teleport: +21 Resist all after a teleport: +10% New effects duration reduction after a teleport: +35% Sharp, short and deadly. |
Erumas the Cracklekiss (29-37.7 power, 9 apr) Erumas the Cracklekiss (29-37.7 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 16% chance to disease Damage Shield penetration (this weapon only): +20% Damage (Melee): +17 blight When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +3 Wil Changes resistances: +9% lightning Changes damage: +12% lightning / +6% fire Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Sharp, short and deadly. |
Getorion the voratun dagger (49.5-64.35 power, 9 apr) Getorion the voratun dagger (49.5-64.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +22 cold When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn Changes resistances penetration: +12% mind / +11% darkness Equilibrium when hit: +0.04 Maximum hate: +4.00 Mindpower: +8 Mental crit. chance: +5% Sharp, short and deadly. |
Issodur the Unlighthacker (38-49.4 power, 9 apr) =Torment +Turn +CorAr= Issodur the Unlighthacker (38-49.4 power, 9 apr) =Torment +Turn +CorAr=Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 24% chance to corrode armor * 20% chance to torment the target Damage (Melee): +4 darkness Burst (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +11 Damage when hit (Melee): 4 temporal Changes stats: +1 Cun / +5 Str Changes resistances penetration: +11% acid / +12% mind / +12% darkness Changes damage: +12% physical Life regen: +2.00 Stamina when hit: +2.00 Maximum hate: +2.00 Heals friendly targets nearby when you use a nature summon: +20 Sharp, short and deadly. |
Kinetic Spike (38-49.4 power, 40 apr) =ARM + PHys Pen= Kinetic Spike (38-49.4 power, 40 apr) =ARM + PHys Pen=Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical power: +15 Changes resistances penetration: +30% physical It can be used to fires a bolt of kinetic force, doing 150% weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (42-54.6 power, 11 apr) =Rot= Life Drinker (42-54.6 power, 11 apr) =Rot=Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 7.95 acid and 8.89 blight damage. If not cleared after five turns it will inflict 131.05 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
Morbuswasp the voratun dagger (39.5-51.35 power, 9 apr) Morbuswasp the voratun dagger (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Nature Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease * 28% chance to cause random insanity * 20% chance to torment the target Damage (Melee): +16 blight / +20 mind When wielded/worn: Armour: +4 Damage when hit (Melee): 4 nature Changes stats: +6 Cun / +6 Wil Changes resistances: +1% physical Changes resistances penetration: +12% mind / +12% darkness Physical save: +35 Spell save: +20 Disease immunity: +28% Pinning immunity: +15% Stun/Freeze immunity: +25% Teleport immunity: +5% Sharp, short and deadly. |
Orc Feller (45-58.5 power, 11 apr) =~Pin/Orcs/Light~= Orc Feller (45-58.5 power, 11 apr) =~Pin/Orcs/Light~=Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Porivea the Blazewild (37.5-48.75 power, 9 apr) =Curse= Porivea the Blazewild (37.5-48.75 power, 9 apr) =Curse=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +8 fire Burst (radius 1) on hit: +12 arcane When wielded/worn: Armour penetration: +10 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +3% fire Changes resistances penetration: +10% physical Changes damage: +3% blight / +12% physical / +15% arcane Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr) =Dex +Destroy Projectile= Shantiz the Stormblade (15-19.5 power, 20 apr) =Dex +Destroy Projectile=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (25-32.5 power, 10 apr) =~Silence~= Silent Blade (25-32.5 power, 10 apr) =~Silence~=Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr) =~L steal +On hit dmg~= Spellblaze Shard (20-26 power, 10 apr) =~L steal +On hit dmg~=Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35.1 power, 8 apr) =Dispers +Manasteal= Spelldrinker (27-35.1 power, 8 apr) =Dispers +Manasteal=Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32.5 power, 20 apr) =Disarm +Stats= Swordbreaker (25-32.5 power, 20 apr) =Disarm +Stats=Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Unerring Scalpel (15-19.5 power, 25 apr) =Unerring= Unerring Scalpel (15-19.5 power, 25 apr) =Unerring=Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Voritta the voratun dagger (38-49.4 power, 9 apr) =Leech= Voritta the voratun dagger (38-49.4 power, 9 apr) =Leech=Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 56% chance to disease * Slows global speed by 16% * 24% chance to cause random insanity * leeches stamina from the target Damage (Melee): +20 mind Burst (radius 2) on crit: +8 temporal When wielded/worn: Damage when hit (Melee): 16 nature slow / 8 temporal Changes stats: +4 Mag / +5 Wil / +6 Cun / +1 Con Changes resistances penetration: +12% mind / +12% darkness Changes damage: +9% blight / +3% temporal Grants telepathy: Humanoid/Orc Light radius: +1 Sharp, short and deadly. |
Zanaharadar the stralite dagger (29-37.7 power, 9 apr) =Manaburn +Slow= Zanaharadar the stralite dagger (29-37.7 power, 9 apr) =Manaburn +Slow=Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +40 insidious poison When wielded/worn: Effects on melee hit: * Slows global speed by 40% * 20 arcane resource burn Changes resistances: +3% blight / +9% temporal / +3% light Sharp, short and deadly. |
Zubobeth (38.5-50.05 power, 9 apr) =Purge= Zubobeth (38.5-50.05 power, 9 apr) =Purge=Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +16 nature When wielded/worn: Accuracy: +24 Armour penetration: +1 Physical crit. chance: +1.0% Armour: +2 Defense: +12 Changes stats: +6 Dex Changes resistances: +6% light Changes resistances penetration: +25% acid Knockback immunity: +20% Only die when reaching: -40.00 life Sharp, short and deadly. |
steel dagger 'Eilinamith' (11-14.3 power, 6 apr) =Neglife= steel dagger 'Eilinamith' (11-14.3 power, 6 apr) =Neglife=Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Defense: +10 Ranged Defense: +10 Changes resistances: +3% lightning Spell save: +20 Confusion immunity: +15% Only die when reaching: -81.00 life Sharp, short and deadly. |
stralite dagger of amnesia (30-39 power, 9 apr) =Amnesia= stralite dagger of amnesia (30-39 power, 9 apr) =Amnesia=Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, short and deadly. |
dragonbone longbow 'Fulanarirand' dragonbone longbow 'Fulanarirand'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +15 Changes stats: +7 Str / +6 Mag / +2 Wil Changes resistances: +6% temporal Changes resistances penetration: +5% acid / +19% physical Changes damage: +6% acid / +21% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) See invisible: +12 Damage Shield penetration: +60% Longbows are used to shoot arrows at your foes. |
Blood-Edge (46-64.4 power, 7 apr) =Lichnanigans= Blood-Edge (46-64.4 power, 7 apr) =Lichnanigans=Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 11 power out of 20/20) : Effective talent level: 4.8 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 49%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Duathelflash (56.5-79.1 power, 6 apr) =Crit Mult= Duathelflash (56.5-79.1 power, 6 apr) =Crit Mult=Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 mind Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +15 Changes stats: +4 Cun / +7 Str Changes resistances: +6% darkness Changes damage: +15% physical Critical mult.: +15.00% Mental save: +10 Stamina when hit: +2.20 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 4 cooldown. Sharp, long, and deadly. |
Ivulle (57-79.8 power, 6 apr) =Crit Chance= Ivulle (57-79.8 power, 6 apr) =Crit Chance=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 57.0 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +4 physical When wielded/worn: Physical crit. chance: +28.0% Physical power: +21 Changes stats: +1 Str Changes resistances penetration: +15% acid Maximum stamina: +20.00 Sharp, long, and deadly. |
Wintertide (39-54.6 power, 10 apr) =Walls= Wintertide (39-54.6 power, 10 apr) =Walls=Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands, dealing cold damage to your enemies each turn and reducing their turn energy by 20%. Melee attacks will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: None It can be used to intensify your winter storm creating unbreakable ice walls in each space, costing 17 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
voratun longsword 'Barezilahor' (58.5-81.9 power, 6 apr) =!! Test !!= voratun longsword 'Barezilahor' (58.5-81.9 power, 6 apr) =!! Test !!=Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 58.5 - 81.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to curse the target Burst (radius 2) on crit: +16 mind When wielded/worn: Armour penetration: +15 Changes stats: +2 Wil Changes resistances penetration: +15% physical Changes damage: +10% physical Mental save: +10 Maximum hate: +4.00 Spellpower: +8 Spell crit. chance: +2% Mindpower: +6 Sharp, long, and deadly. |
Radiancerend the voratun mace (46.5-65.1 power, 6 apr) =Amnesia= Radiancerend the voratun mace (46.5-65.1 power, 6 apr) =Amnesia=Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to daze * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +14 Defense: +8 Effects on melee hit: * 15% chance to blind * 40% chance to gain 10% of a turn Changes stats: +4 Str / +4 Dex / +6 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +12% temporal Changes resistances penetration: +15% lightning Maximum vim: +30.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Blunt and deadly. |
Nithan's Force =Digsies= Nithan's Force =Digsies=Requires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 224.97 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Crystal Shard (16-19.2 power, 4 apr, physical element) =Summons= Crystal Shard (16-19.2 power, 4 apr, physical element) =Summons=Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% It can be used to create living shards of crystal, costing 25 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) =Rem Mag= Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) =Rem Mag=Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 It can be used to activate talent Arcane Supremacy (costing 11 power out of 20/20) : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Emblem of Evasion =Evasion= Emblem of Evasion =Evasion=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 5.2 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 63 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm Waters =Res +heal= Girdle of the Calm Waters =Res +heal=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle =Mule +Knock Im= Mighty Girdle =Mule +Knock Im=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Neira's Memory =Shield= Neira's Memory =Shield=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personal shield, costing 11 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Rope Belt of the Thaloren =Harmony= Rope Belt of the Thaloren =Harmony=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
balancing hardened leather belt of shielding =Shielding= balancing hardened leather belt of shielding =Shielding=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +10 Changes stats: +5 Cun / +5 Dex Mental crit. chance: +11% It can be used to create a temporary shield that absorbs 314 damage, placing all other charms into a 17 cooldown. A belt that goes around your waist. |
Anegar (18 def, 0 armour) =TP= Anegar (18 def, 0 armour) =TP=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 Changes stats: +2 Str / +1 Dex / +7 Wil / +6 Cun Changes resistances: +28% darkness / +30% temporal Changes damage: +9% blight / +6% physical / +6% mind Critical mult.: +3.00% Physical save: +15 Life regen: +0.60 Spellpower: +10 Mental crit. chance: +8% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 6 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Furnacenull the elven-silk cloak (16 def, 10 armour) =~~ Madness ~~= Furnacenull the elven-silk cloak (16 def, 10 armour) =~~ Madness ~~=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +9 Armour: +10 Defense: +16 Effects on melee hit: * 43% chance to gain 10% of a turn Damage when hit (Melee): 4 fire / 4 temporal Changes stats: +4 Mag / +4 Wil Changes resistances: +24% fire Changes resistances penetration: +5% temporal Critical mult.: +21.00% Stealth bonus: +11 Physical save: +25 Spell save: +25 Mental save: +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =Smearing= Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =Smearing=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. When wielded/worn: Armour: +3 Defense: +9 Damage when hit (Melee): 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +20% temporal Changes resistances penetration: +20% temporal Changes damage: +20% temporal Spellpower: +23 It can be used to activate talent Damage Smearing (costing 14 power out of 25/25) : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: For the next 2 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns. The duration will scale with your Paradox. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
elven-silk robe 'Zubiwen' (5 def, 0 armour) =TP= elven-silk robe 'Zubiwen' (5 def, 0 armour) =TP=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +13 Mag / +14 Wil / +10 Con Changes resistances: +6% blight / +6% temporal Changes damage: +19% nature Poison immunity: +45% Disease immunity: +5% Silence immunity: +47% Stun/Freeze immunity: +10% Teleport immunity: +10% Mana each turn: +0.40 Psi each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) =CTP= Aetherwalk (6 def, 0 armour) =CTP=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 13 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Boots of the Hunter (2 def, 12 armour) =Movesies= Boots of the Hunter (2 def, 12 armour) =Movesies=Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 18 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cyrorerin the pair of voratun boots (25 def, 5 armour) =Turn +Physpen= Cyrorerin the pair of voratun boots (25 def, 5 armour) =Turn +Physpen=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 Fatigue: +4% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes stats: +2 Mag / +6 Wil / +6 Con Changes resistances penetration: +9% physical Changes damage: +18% blight Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Maximum mana: +60.00 Spell crit. chance: +4% Mindpower: +9 It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 51 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emaldavea the pair of voratun boots (0 def, 5 armour) =Movespeed +Test= Emaldavea the pair of voratun boots (0 def, 5 armour) =Movespeed +Test=Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -12% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +9% temporal Changes damage: +12% temporal Maximum encumbrance: +31 Physical save: +10 Stamina each turn: +0.50 Maximum life: +30.00 Movement speed: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Shockrip' (7 def, 3 armour) =Blindside= pair of hardened leather boots 'Shockrip' (7 def, 3 armour) =Blindside=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 Ranged Defense: +6 Fatigue: +3% Damage when hit (Melee): 28 lightning Changes stats: +4 Mag / +8 Wil / +5 Con Changes resistances penetration: +8% physical Changes damage: +6% lightning / +6% fire / +12% blight Mana each turn: +0.56 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +44.00 Spell crit. chance: +4% Mindpower: +7 It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of voratun boots 'Dourhunter' (0 def, 5 armour) =TP +Res +Stats= pair of voratun boots 'Dourhunter' (0 def, 5 armour) =TP +Res +Stats=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 darkness Changes stats: +10 Str / +9 Con Changes resistances: +15% fire / +29% temporal / +26% darkness / +15% cold Changes resistances penetration: +19% temporal / +20% darkness / +10% fire Changes damage: +10% physical Physical save: +6 Life regen: +0.40 Maximum stamina: +40.00 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.9 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betudherin the hardened leather gloves (0 def, 2 armour) =Stam +NegLife= Betudherin the hardened leather gloves (0 def, 2 armour) =Stam +NegLife=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +3% physical Maximum encumbrance: +40 Life regen: +3.00 Stamina each turn: +1.40 Only die when reaching: -60.00 life Maximum stamina: +27.00 When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) =*Imba*= Fists of the Desert Scorpion (8 def, 4 armour) =*Imba*=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 9 power out of 24/24) : Effective talent level: 4.0 Power cost: 9 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Voidhacker (0 def, 3 armour) =Disarm= Voidhacker (0 def, 3 armour) =Disarm=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random insanity Damage (Melee): 40 mind / 30 darkness Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances penetration: +5% arcane Changes damage: +3% acid / +9% blight Talent mastery: +0.20 Technique / Grappling Critical mult.: +15.00% Trap disarming bonus: +30 Mental save: -5 Mana each turn: +0.40 Mana when firing critical spell: +1.00 Spellpower: +16 Spell crit. chance: +10% Mindpower: +8 When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Elemental bolt (10% chance level 5). On weapon hit: * 56% chance to inflict damage reduction Damage (Melee): +8 darkness / +16 light / +19 arcane Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's drakeskin leather gloves of dispersion (0 def, 3 armour) =Dispersion= brawler's drakeskin leather gloves of dispersion (0 def, 3 armour) =Dispersion=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 16 arcane Changes stats: +4 Str / +5 Dex / +10 Mag / +9 Wil / +5 Cun Changes resistances: +10% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +13 When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +19 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Thunderrock' (0 def, 3 armour) =Dmg= drakeskin leather gloves 'Thunderrock' (0 def, 3 armour) =Dmg=Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 Armour penetration: +15 Physical crit. chance: +17.0% Physical power: +14 Armour: +3 Effects on melee hit: * 25% chance to cause random insanity Damage (Melee): 31 mind / 31 darkness Damage when hit (Melee): 8 lightning Changes resistances: +15% blight Changes resistances penetration: +15% mind Changes damage: +6% nature Critical mult.: +15.00% Spell save: +19 Mental save: -5 Spell crit. chance: +17% Mindpower: +9 Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 37.0 - 40.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 25% chance to corrode armor * Slows global speed by 25% * 20% chance to cause random insanity Damage (Melee): +4 mind Burst (radius 1) on hit: +20 lightning Burst (radius 2) on crit: +4 nature Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's hardened leather gloves of the juggernaut (0 def, 12 armour) =Jugger= stone warden's hardened leather gloves of the juggernaut (0 def, 12 armour) =Jugger=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +12 Armour Hardiness: +8% Changes stats: +10 Con Changes resistances: +7% physical Physical save: +18 Spell save: +5 Mental save: +7 When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +13 physical It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides 15% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Gloomgasher' (0 def, 7 armour) =Second Wind +Dmg Red= voratun gauntlets 'Gloomgasher' (0 def, 7 armour) =Second Wind +Dmg Red=Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 12 lightning Changes resistances: +8% lightning / +6% temporal Changes resistances penetration: +5% darkness Changes damage: +8% lightning / +12% temporal Mental save: +11 Life regen: +3.90 Stamina each turn: +0.70 Psi each turn: +0.29 Maximum life: +64.00 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (Melee): +12 darkness / +4 temporal Burst (radius 2) on crit: +9 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Plaguelore' (0 def, 3 armour) =Acc +Dom= voratun gauntlets 'Plaguelore' (0 def, 3 armour) =Acc +Dom=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +28 Armour: +3 Changes stats: +6 Cun / +11 Dex Changes resistances: +14% darkness / +9% nature Physical save: +10 Mental save: +9 Infravision radius: +4 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +31 Armour Penetration: +15 Physical crit. chance: +35.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness / +4 nature Burst (radius 1) on hit: +12 physical It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Islymira (7 def, 13 armour) Islymira (7 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +2.0% Physical power: +12 Armour: +13 Defense: +7 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +5 Str / +5 Dex / +8 Wil / +5 Cun Changes resistances: +7% all / +17% physical Changes damage: +3% physical Physical save: +30 Mental save: +25 Hate when firing a critical mind attack: +1.00 Only die when reaching: -60.00 life Mental crit. chance: +4% A cap made of leather. |
Isovea (0 def, 5 armour) =BC= Isovea (0 def, 5 armour) =BC=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 Physical power: +12 Armour: +5 Fatigue: +5% Changes stats: +14 Str / +6 Dex / +7 Wil / +5 Cun / +11 Con Changes resistances: +6% acid / +15% physical / -34% light / +3% cold Grants telepathy: Dragon Physical save: +27 Mental save: +13 Life regen: +6.80 Healing mod.: +15% It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Lisodhelle the drakeskin leather cap (0 def, 5 armour) =Crit n Skull= Lisodhelle the drakeskin leather cap (0 def, 5 armour) =Crit n Skull=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind / 24 acid Changes stats: +14 Str / +13 Dex / +5 Cun / +5 Con / +16 Lck Changes resistances: -33% light / +20% mind Changes resistances penetration: +10% mind / +10% blight Changes damage: +3% acid / +3% blight Life regen: +8.00 Spell crit. chance: +8% Mental crit. chance: +8% Skullcracker multiplicator: +3 A cap made of leather. |
Porawen (3 def, 6 armour) =Stone Wall= Porawen (3 def, 6 armour) =Stone Wall=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 Changes stats: +5 Con / +9 Mag Changes resistances: +20% temporal Changes resistances penetration: +5% mind / +5% acid Changes damage: +3% acid / +20% temporal / +9% arcane Grants telepathy: Humanoid/Orc Spell save: +15 Maximum psi: +40.00 Mindpower: +8 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Stone Wall, placing all other charms into a 44 cooldown : Effective talent level: 1.0 Power cost: 44 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 106.41 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour) =Wormhole= Un'fezan's Cap (1 def, 0 armour) =Wormhole=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +1 Changes stats: +8 Cun / +4 Wil Changes resistances: +20% temporal Talent mastery: +0.20 Chronomancy / Time Travel Spellpower: +8 Mindpower: +8 Reduces paradox failures(equivalent to willpower): +10 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 5 turns. At level 4, you may choose the exit location target area (radius 7). The duration will scale with your Paradox. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
cashmere wizard hat 'Cloudcutter' (2 def, 0 armour) =Spies= cashmere wizard hat 'Cloudcutter' (2 def, 0 armour) =Spies=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 Physical power: +6 Defense: +2 Changes stats: +1 Str / +8 Mag / +4 Wil / +10 Con Changes damage: +19% arcane / +6% lightning Physical save: +8 It can be used to activate talent Arcane Eye, 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 Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Yarymnir' (3 def, 0 armour) =Manaflow +Turn= elven-silk wizard hat 'Yarymnir' (3 def, 0 armour) =Manaflow +Turn=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Effects on melee hit: * 40% chance to gain 10% of a turn Changes stats: +2 Dex / +4 Cun / +1 Con Changes resistances: +19% blight Changes damage: +19% blight / +6% mind Life regen: +5.10 Mana each turn: +2.40 Mana when hit: +3.00 Maximum mana: +110.00 Spellpower: +9 Infravision radius: +4 Damage Shield Power: +15% It can be used to activate talent Manaflow, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
reinforced steel shield of patience (6 def, 6 armour, 86.5 block) =~Time Shield~= reinforced steel shield of patience (6 def, 6 armour, 86.5 block) =~Time Shield~=Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +6 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when hit (Melee): 12 temporal Changes resistances: +12% temporal Talent granted: +2 Block It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 5.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (384) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
voratun shield 'Lisuritha' (12 def, 3 armour, 202 block) =Wards= voratun shield 'Lisuritha' (12 def, 3 armour, 202 block) =Wards=Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when hit (Melee): 4 arcane Changes resistances: +9% acid Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +10% blight Changes damage: +6% arcane Talents granted: +1 Ward +5 Block Critical mult.: +10.00% Spell save: +35 Infravision radius: +4 Handheld deflection devices. |
Essence of Bearness =~All rez~= Essence of Bearness =~All rez~=Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 54 power out of 100/100. The very essence of bearness! |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
67 alchemist agate 67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
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% Air currents swirl around this bright blue jewel. |
Cyriwe the dwarven-steel pickaxe (dig speed 23 turns) =Crit Mult +Arm Pen= Cyriwe the dwarven-steel pickaxe (dig speed 23 turns) =Crit Mult +Arm Pen=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Changes stats: +7 Str Critical mult.: +6.00% Maximum encumbrance: +60 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Moldwrither the voratun pickaxe (dig speed 5 turns) =PhysPen= Moldwrither the voratun pickaxe (dig speed 5 turns) =PhysPen=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +5 Defense: +7 Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Str Changes resistances: +9% physical / +7% arcane / +15% fire Changes resistances penetration: +25% physical Reduces incoming crit damage: 5.00% Mental save: +20 Knockback immunity: +15% Only die when reaching: -40.00 life Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ulfadunadar (dig speed 7 turns) =!! Test Dmg !!= Ulfadunadar (dig speed 7 turns) =!! Test Dmg !!=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +14 Physical crit. chance: +15.0% Damage when hit (Melee): 12 acid Changes stats: +13 Str / +3 Dex / +10 Wil / +5 Cun / +2 Con Changes resistances: +2% physical Changes resistances penetration: +21% physical Changes damage: +9% physical Mental save: +10 Mental crit. chance: +15% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xerolaith the Lightningravager (dig speed 3 turns) =**REG**= Xerolaith the Lightningravager (dig speed 3 turns) =**REG**=Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +19 Effects on melee hit: * 15% chance to daze Changes stats: +3 Str Changes resistances: +10% fire / +9% darkness / +3% mind Changes resistances penetration: +5% arcane Changes damage: +6% lightning Critical mult.: +37.00% Spell save: +15 Vim when firing critical spell: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ =Spideytown= Mummified Egg-sac of Ungolรซ =Spideytown=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 44 power out of 97/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang =~Imba~= Rungof's Fang =~Imba~=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =Equi= Heart of Poosh =Equi=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 54 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Elenydunadan the Dourwreck Elenydunadan the DourwreckInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal / 12 darkness / 8 arcane Changes resistances: +3% temporal / +6% darkness / +6% all Changes resistances penetration: +15% all Changes damage: +6% darkness / +9% temporal Spell save: +28 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Runydravon =Undeath= Runydravon =Undeath=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +7 Mag Changes resistances: +3% acid / +28% darkness / +15% blight / +3% cold / +6% mind / +9% light Changes damage: +15% light Damage affinity(heal): +5% light Physical save: +20 Knockback immunity: +5% Only die when reaching: -80.00 life Spellpower: +23 Spell crit. chance: +5% Light radius: +7 Infravision radius: +5 See invisible: +15 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 17 cooldown : Effective talent level: 1.0 Power cost: 17 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 20 blight damage or heals 27 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial =Light Res +Light= Summertide Phial =Light Res +Light=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Sunsever =**REG**= Sunsever =**REG**=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +6 Wil Changes resistances: +6% arcane / +3% temporal Changes resistances penetration: +20% light Changes damage: +12% temporal / +11% mind / +6% light Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Torytar the Squalorhack =AllPen= Torytar the Squalorhack =AllPen=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +1 Mag / +1 Wil Changes resistances: +9% acid / +6% nature Changes resistances penetration: +13% all Changes damage: +3% nature Critical mult.: +5.00% Blindness immunity: +50% Confusion immunity: +27% Maximum life: +76.00 Maximum hate: +6.00 Mindpower: +2 Mental crit. chance: +4% Light radius: +12 See stealth: +25 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 6.5 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 67 for 10 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Umbraphage =Lightu= Umbraphage =Lightu=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Wintertide Phial =Cure Ment= Wintertide Phial =Cure Ment=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 22 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One =Sleepytown= Eye of the Dreaming One =Sleepytown=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 11 power out of 25/25) : Effective talent level: 3.0 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
The Bladed Rift =Blades= The Bladed Rift =Blades=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 resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 Mindpower: +10 This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 1.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Annulment =Anul= Rod of Annulment =Anul=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 110 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) =Spidey= Rod of Spydric Poison (5/5) =Spidey=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Amimas [power 29] (11 cooldown) =TP= Amimas [power 29] (11 cooldown) =TP=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Mental save: +20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spellpower: +2 Damage Shield penetration: +10% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +35% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 29 for 7 turns, placing all other charms into a 11 cooldown. Torques are made by powerful psionics to store psionic powers. |
Lightningstar the dwarven-steel torque of charged psionic shield [power 93] (11 cooldown) =Charged Shield= Lightningstar the dwarven-steel torque of charged psionic shield [power 93] (11 cooldown) =Charged Shield=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +2% physical Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence Spell save: +10 Mental save: +21 Poison immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +20% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns, placing all other charms into a 11 cooldown. Torques are made by powerful psionics to store psionic powers. |
Zanygar the dwarven-steel torque of clear mind [power 3] (6 cooldown) =~Corrode +Clear Mind~= Zanygar the dwarven-steel torque of clear mind [power 3] (6 cooldown) =~Corrode +Clear Mind~=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease * 40% chance to corrode armor Damage when hit (Melee): 4 acid Changes resistances: +6% blight Changes damage: +6% blight It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
telekinetic stralite torque of kinetic psionic shield [power 129] (11 cooldown) =Kinetic Shield= telekinetic stralite torque of kinetic psionic shield [power 129] (11 cooldown) =Kinetic Shield=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 129 for 7 turns, placing all other charms into a 11 cooldown. Torques are made by powerful psionics to store psionic powers. |
voratun torque of thermal psionic shield 'Umbrashear' [power 237] (15 cooldown) =Thermal Shield= voratun torque of thermal psionic shield 'Umbrashear' [power 237] (15 cooldown) =Thermal Shield=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 darkness / 16 acid Changes resistances: +9% darkness Changes resistances penetration: +10% acid Changes damage: +9% darkness / +9% fire Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 237 for 7 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of mindblast [power 301] (4 cooldown) =Wards +Blast= warded stralite torque of mindblast [power 301] (4 cooldown) =Wards +Blast=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +3 physical / +4 mind / +5 darkness Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a beam (dam 150-301), placing all other charms into a 4 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of psychoportation [power 53] (17 cooldown) warded stralite torque of psychoportation [power 53] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +3 physical / +5 mind / +5 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 53), placing all other charms into a 17 cooldown. Torques are made by powerful psionics to store psionic powers. |
Halystir the Smolderwinnow [power 162] (11 cooldown) =Heal +NegLife +TP +Tent= Halystir the Smolderwinnow [power 162] (11 cooldown) =Heal +NegLife +TP +Tent=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances penetration: +5% fire Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Spell save: +26 Pinning immunity: +15% Only die when reaching: -60.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to heal the target for 162, placing all other charms into a 11 cooldown. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem =Totnanigans= The Guardian's Totem =Totnanigans=Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, but silence yourself, costing 19 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life =Heal +Treeness= Tree of Life =Heal +Treeness=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of cure ailments 'Gloromina' [power 7] (9 cooldown) =Ward +Rem pois/dis= dragonbone totem of cure ailments 'Gloromina' [power 7] (9 cooldown) =Ward +Rem pois/dis=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Cun / +4 Wil Maximum wards: +5 acid / +5 nature / +5 light Talent granted: +1 Ward Mental save: +30 Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +60 It can be used to remove up to 7 poisons or diseases from the target, placing all other charms into a 9 cooldown. Natural totems are made by powerful wilders to store nature power. |
Ce'Nitta [power 16] (4 cooldown) =Clairvoyance= Ce'Nitta [power 16] (4 cooldown) =Clairvoyance=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +1 Mag Changes resistances penetration: +10% blight Changes damage: +15% arcane Talent cooldown: Void Blast (+6 turn) Talents granted: +9 Strike +4 Void Blast Critical mult.: +10.00% Spell save: +3 Spellpower: +2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Grmbl Mar the Shalore Marauder level 45
17th Haze 124th year of Ascendancy at 03:37 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grmbl Mar the Shalore Marauder level 50
22nd Dusk 126th year of Ascendancy at 21:21 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Grmbl Mar the Shalore Marauder level 44
15th Haze 124th year of Ascendancy at 12:09 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By Grmbl Mar the Shalore Marauder level 50
24th Haze 125th year of Ascendancy at 21:42 see stats
Ay ay captain! (Madness (Roguelike) difficulty)
Turn into a pirate!By Grmbl Mar the Shalore Marauder level 50
32nd Regrowth 127th year of Ascendancy at 01:19 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Grmbl Mar the Shalore Marauder level 50
13rd Haze 125th year of Ascendancy at 00:34 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Grmbl Mar the Shalore Marauder level 35
1st Allure 124th year of Ascendancy at 20:11 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By Grmbl Mar the Shalore Marauder level 33
46th Haze 123rd year of Ascendancy at 20:13 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Grmbl Mar the Shalore Marauder level 12
28th Dusk 122nd year of Ascendancy at 09:50 see stats
Destroyer of the creation (Madness (Roguelike) difficulty)
Killed Slasul.By Grmbl Mar the Shalore Marauder level 50
45th Haze 125th year of Ascendancy at 21:02 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Grmbl Mar the Shalore Marauder level 47
32nd Regrowth 125th year of Ascendancy at 23:43 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Grmbl Mar the Shalore Marauder level 50
12nd Regrowth 127th year of Ascendancy at 13:39 see stats
Don't mind the slimy smell (Madness (Roguelike) difficulty)
Have 400 walls on the sludgenest turn into hostile creatures.By Grmbl Mar the Shalore Marauder level 50
51st Haze 126th year of Ascendancy at 11:43 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Grmbl Mar the Shalore Marauder level 49
61st Regrowth 125th year of Ascendancy at 12:20 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Grmbl Mar the Shalore Marauder level 32
14th Haze 123rd year of Ascendancy at 16:00 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Grmbl Mar the Shalore Marauder level 26
59th Pyre 123rd year of Ascendancy at 19:01 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grmbl Mar the Shalore Marauder level 36
4th Pyre 124th year of Ascendancy at 11:27 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Grmbl Mar the Shalore Marauder level 29
5th Dusk 123rd year of Ascendancy at 12:33 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Grmbl Mar the Shalore Marauder level 50
47th Haze 125th year of Ascendancy at 09:04 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grmbl Mar the Shalore Marauder level 34
71st Haze 123rd year of Ascendancy at 23:28 see stats
In the company of slimes (Madness (Roguelike) difficulty)
Have 500 walls on the sludgenest turn into hostile creatures.By Grmbl Mar the Shalore Marauder level 50
1st Decay 126th year of Ascendancy at 03:33 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Grmbl Mar the Shalore Marauder level 10
15th Dusk 122nd year of Ascendancy at 10:53 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Grmbl Mar the Shalore Marauder level 20
9th Allure 123rd year of Ascendancy at 18:15 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Grmbl Mar the Shalore Marauder level 30
18th Dusk 123rd year of Ascendancy at 02:04 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Grmbl Mar the Shalore Marauder level 40
3rd Dusk 124th year of Ascendancy at 02:04 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Grmbl Mar the Shalore Marauder level 50
5th Flare 125th year of Ascendancy at 07:34 see stats
Mad slime dash (Madness (Roguelike) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By Grmbl Mar the Shalore Marauder level 50
40th Haze 126th year of Ascendancy at 04:08 see stats
Oozemancer (Madness (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Grmbl Mar the Shalore Marauder level 50
30th Haze 126th year of Ascendancy at 17:05 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Grmbl Mar the Shalore Marauder level 50
1st Pyre 126th year of Ascendancy at 12:04 see stats
Pest Control (Madness (Roguelike) difficulty)
Killed 1000 reproducing vermin.By Grmbl Mar the Shalore Marauder level 46
22nd Regrowth 125th year of Ascendancy at 12:39 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Grmbl Mar the Shalore Marauder level 50
5th Haze 126th year of Ascendancy at 06:38 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Grmbl Mar the Shalore Marauder level 19
3rd Allure 123rd year of Ascendancy at 03:06 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Grmbl Mar the Shalore Marauder level 40
21st Dusk 124th year of Ascendancy at 15:49 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Grmbl Mar the Shalore Marauder level 25
34th Pyre 123rd year of Ascendancy at 02:35 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Grmbl Mar the Shalore Marauder level 50
6th Haze 125th year of Ascendancy at 23:54 see stats
Slime killer party (Madness (Roguelike) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Grmbl Mar the Shalore Marauder level 50
32nd Haze 126th year of Ascendancy at 05:18 see stats
Slimefest (Madness (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Grmbl Mar the Shalore Marauder level 50
63rd Dusk 125th year of Ascendancy at 13:40 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Grmbl Mar the Shalore Marauder level 24
78th Regrowth 123rd year of Ascendancy at 18:29 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Grmbl Mar the Shalore Marauder level 12
37th Dusk 122nd year of Ascendancy at 20:24 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Grmbl Mar the Shalore Marauder level 42
47th Dusk 124th year of Ascendancy at 02:08 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Grmbl Mar the Shalore Marauder level 11
19th Dusk 122nd year of Ascendancy at 07:19 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Grmbl Mar the Shalore Marauder level 50
57th Regrowth 126th year of Ascendancy at 18:04 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Grmbl Mar the Shalore Marauder level 20
3rd Regrowth 123rd year of Ascendancy at 01:22 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Grmbl Mar the Shalore Marauder level 34
67th Haze 123rd year of Ascendancy at 01:17 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Grmbl Mar the Shalore Marauder level 28
2nd Summertide 123rd year of Ascendancy at 04:11 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Grmbl Mar the Shalore Marauder level 35
45th Regrowth 124th year of Ascendancy at 20:45 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Grmbl Mar the Shalore Marauder level 44
12nd Haze 124th year of Ascendancy at 08:02 see stats
Log
Grmbl Mar wears: Ebonybait the voratun ring.
Today is the 1st Time of Balance of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 08:15.
Grmbl Mar slows down.
Today is the 1st Pyre of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:46.
Grmbl Mar no longer revels in blood quite so much.
Grmbl Mar is moving less freely.
Today is the 2nd Pyre of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Talent Infusion: Movement is ready to use.
Today is the 3rd Pyre of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Talent Infusion: Heroism is ready to use.
Today is the 4th Pyre of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:26.
Today is the 5th Pyre of the 127th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
There is a Entrance to an underwater cave here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
