Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Rogue |
| Level / Exp | 36 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Eloba the sandworm at level 26 on the 50th Pyre 123rd year of Ascendancy at 12:51 / 1 |
Primary Stats
| Strength | 86.52 (base 40) |
| Dexterity | 98.52 (base 48) |
| Constitution | 23 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 37 (base 10) |
| Cunning | 88.52 (base 45) |
Resources
| Life | 1/585 |
| Mana | 325/325 |
| Stamina | 239/278 |
| Healing Factor | 1 |
| Regeneration | 134.5836 |
Speed
| Mental | -9.9920072216264E-13% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +141.63547563735% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 65 |
| Crit Chance | 52% |
| APR | 45 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 96 |
| Accuracy | 65 |
| Crit Chance | 60% |
| APR | 56 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29.5 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49.436 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Light | +22% |
| Blight | +13% |
| Physical | +21% |
| Darkness | +31% |
| All | +7% |
Offense: Damage Penetration
| Darkness | +10% |
| Physical | +15% |
| Mind | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 30.65 (86.818181818182%) |
| Defense | 48.695659766877 |
| Ranged Defense | 48.695659766877 |
| Fatigue | 0 |
| Physical Save | 44.777333333333 |
| Spell Save | 33.3 |
| Mental Save | 52.310666666667 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 46%( 70%) |
| Cold | + 38%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 20%( 70%) |
| Darkness | + 49%( 70%) |
| Arcane | + 25%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Disarm Resistance | 40% |
| Pinning Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1151% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 667 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. Also while Heroism is active, you will only die when reaching -764 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1314% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Dual weapons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Lacerating Strikes |
| talent | Premonition |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 16. Heroism |
| beneficial effect | A flow of life spins around the target, regenerating 133.43 life per turn. Regeneration |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target's armour penetration is increased by 17. Deadly Strikes |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | Increases global action speed by 42%. Speed |
| beneficial effect | The target is unstoppable! It refuses to die, and at the end it will heal 0 Life. Unstoppable |
| beneficial effect | Reduces lightning damage received by 14%. Premonition Shield |
Quests
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. | 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 failed to protect the injured seer from death by Ce'Nildatha the fire drake. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by forest wight. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Ce'Negassra the snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Wrathroot. Escort: worried loremaster (level 4 of Old Forest) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 36. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of greater demon bile. * You've found the needed vial of fire wyrm saliva. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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! | active |
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 within2 lumberjacks have died. | 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 | Wanderer's Rest (4 def, 0 armour) =REG= Wanderer's Rest (4 def, 0 armour) =REG=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Umbraphage =REG= Umbraphage =REG=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% darkness / +15% light 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 9 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. |
| On head | Eilinaletha the hardened leather cap (0 def, 3 armour) =REG= Eilinaletha the hardened leather cap (0 def, 3 armour) =REG=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +3% Changes stats: +4 Str / +7 Con Physical save: +18 Mental save: +10 Stamina each turn: +0.60 Maximum stamina: +5.00 It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 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. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [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 masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 14 power out of 12/24) : Effective talent level: 4.0 Power cost: 14 out of 12/24. Range: 6.0 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. This talent receives a reduced benefit from the Reach talent. 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. |
| Tool | Telekinetic Core =REG= Telekinetic Core =REG=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 16 power out of 35/35) : Effective talent level: 3.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 79 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Bloodcaller =REG= Bloodcaller =REG=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, this is your reward. |
| On fingers | Bregozor =REG= Bregozor =REG=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 Defense: +10 Changes stats: +5 Cun / +1 Mag Damage when the wearer hits(melee): 34 bleed / 20 gloom Changes resistances: +1% physical / +34% acid Changes damage: +7% all / +17% acid Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Spellpower: +20 Mindpower: +11 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | Bograge the gold amulet =REG= Bograge the gold amulet =REG=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +5.0% Fatigue: -6% Changes stats: +6 Str / +11 Dex / +6 Wil / +5 Cun / +5 Con Damage when the wearer hits(melee): 4 blight Changes resistances: +6% nature / +3% blight Changes resistances penetration: +15% nature Critical mult.: +11.00% Life regen: +0.70 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Spelldrinker (28-36.4 power, 9 apr) Spelldrinker (28-36.4 power, 9 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 28.0 - 36.4 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). Special effect when this weapon hits: 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. |
| Around waist | Darkpiercer =REG= Darkpiercer =REG=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 Changes stats: +1 Con Damage when the wearer is hit: 8 darkness Changes resistances: +24% fire / +27% cold Changes resistances penetration: +15% physical Changes damage: +6% blight Physical save: +6 Spell save: +15 Life regen: +0.20 Stamina each turn: +0.40 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (30-39 power, 20 apr) =REG= Shantiz the Stormblade (30-39 power, 20 apr) =REG=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +18.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to strike and destroy any projectiles in a radius of 10, dealing damage and stunning enemies around the projectile. 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. |
| Cloak | Umbraobsidian (3 def, 0 armour) =REG= Umbraobsidian (3 def, 0 armour) =REG=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +13 Defense: +3 Changes stats: +2 Wil Changes resistances: +3% temporal Changes resistances penetration: +15% mind Changes damage: +9% darkness Critical mult.: +34.00% Stealth bonus: +15 Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun mail armour 'Flashraptor' (5 def, 10 armour) =REG= voratun mail armour 'Flashraptor' (5 def, 10 armour) =REG=Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +18 Str / +8 Wil / +8 Cun Damage when the wearer is hit: 4 lightning Changes resistances: +25% physical / +20% darkness / +3% temporal Allows you to breathe in: water Mental save: +25 Light radius: +3 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
wild infusion of the titan (resist 26%; cure magical, mental) wild infusion of the titan (resist 26%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 26% for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune (291 acid damage; power 15; dur 3) acid wave rune (291 acid damage; power 15; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 4, doing 291.40 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 15 for 3 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 7) controlled phase door rune of the psychic (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 7. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
frozen spear rune of the duelist (367 cold damage) frozen spear rune of the duelist (367 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.0 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 367.37 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (308 lightning damage) lightning rune (308 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.0 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 102.72 to 308.16 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (274 lightning damage) lightning rune (274 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.0 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 91.31 to 273.92 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 344 for 5 turns) shielding rune (absorb 344 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 344 damage for 5 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. |
shielding rune of the sneak (absorb 576 for 6 turns) shielding rune of the sneak (absorb 576 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 576 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Brodaneg BrodanegInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +1% physical / +14% darkness / +15% light Blindness immunity: +25% Confusion immunity: +5% Teleport immunity: +15% Resist all after a teleport: +4% Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 26 power out of 60/60) : Effective talent level: 2.0 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Darkwilter the gold amulet Darkwilter the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 Changes resistances: +9% blight / +12% fire Changes resistances cap: +5% all Changes damage: +15% darkness Physical save: +19 Amulets can have magical properties. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Tulugotar the gold amulet Tulugotar the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 8 mind Changes resistances: +30% fire / +18% cold / +9% acid Amulets can have magical properties. |
clarifying gold amulet of mastery (0.21 Cunning / Lethality) clarifying gold amulet of mastery (0.21 Cunning / Lethality)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% mind Talent mastery: +0.21 Cunning / Lethality Confusion immunity: +28% Amulets can have magical properties. |
grounding gold amulet of mastery (0.28 Cunning / Poisons) grounding gold amulet of mastery (0.28 Cunning / Poisons)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Talent mastery: +0.28 Cunning / Poisons Stun/Freeze immunity: +32% Amulets can have magical properties. |
insulating steel amulet of healing insulating steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +11% cold Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 318 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
savior's gold amulet of cunning (+4) savior's gold amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Physical save: +15 Spell save: +16 Mental save: +19 Amulets can have magical properties. |
stabilizing stralite amulet of willpower (+5) stabilizing stralite amulet of willpower (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +20% temporal Pinning immunity: +36% Knockback immunity: +36% Amulets can have magical properties. |
steel amulet 'Zubimira' steel amulet 'Zubimira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +6 Wil Damage when the wearer is hit: 4 arcane Damage Shield penetration: +30% Amulets can have magical properties. |
stralite amulet 'Hanolen' stralite amulet 'Hanolen'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 Armour penetration: +7 Physical crit. chance: +5.0% Changes stats: +5 Str / +15 Dex / +8 Wil Changes resistances: +3% blight / +3% cold Allows you to breathe in: water Critical mult.: +16.00% Amulets can have magical properties. |
Balutar the stralite ring Balutar the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 Defense: +8 Ranged Defense: +4 Changes stats: +9 Cun / +9 Dex Changes resistances: +3% mind / +6% fire / +9% acid Disarm immunity: +15% Rings can have magical properties. |
Daimedar the Umbrabane =Enc= Daimedar the Umbrabane =Enc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Damage when the wearer hits(melee): 2 arcane Changes resistances penetration: +10% darkness / +5% arcane Changes damage: +6% darkness Maximum encumbrance: +28 Rings can have magical properties. |
Emyba EmybaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 Damage when the wearer hits(melee): 2 mind / 8 blight Changes resistances penetration: +5% blight Changes damage: +5% all Spellpower: +9 Mindpower: +13 Rings can have magical properties. |
Glarecrypt =Knockback= Glarecrypt =Knockback=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str Damage when the wearer is hit: 8 light Changes damage: +3% light Disarm immunity: +22% Pinning immunity: +27% Knockback immunity: +25% Maximum life: +28.00 Rings can have magical properties. |
Hellswrack the gold ring Hellswrack the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% fire Changes damage: +12% mind Mental save: +8 Confusion immunity: +36% Mindpower: +8 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Tarrandur the gold ring Tarrandur the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +3 Dex Critical mult.: +5.00% Maximum encumbrance: +10 Mental save: +11 Confusion immunity: +38% Rings can have magical properties. |
Zanarion the stralite ring =Knockback= Zanarion the stralite ring =Knockback=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Cun Damage when the wearer hits(melee): 6 mind Changes resistances: +12% acid Disarm immunity: +36% Pinning immunity: +44% Knockback immunity: +40% Equilibrium when hit: +0.08 Maximum life: +44.00 Maximum psi: +10.00 Rings can have magical properties. |
conjurer's gold ring of darkness (+22%) conjurer's gold ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Spellpower: +7 Rings can have magical properties. |
conjurer's voratun ring of sensing =~Mag~= conjurer's voratun ring of sensing =~Mag~=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Blindness immunity: +47% Spellpower: +10 See stealth: +23 See invisible: +25 Rings can have magical properties. |
gold ring 'Shimmercutter' gold ring 'Shimmercutter'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Damage when the wearer hits(melee): 2 lightning / 4 temporal Changes damage: +6% lightning / +3% temporal Rings can have magical properties. |
marksman's gold ring of nature (+26%) marksman's gold ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Changes stats: +5 Dex Changes resistances: +26% nature Changes damage: +13% nature Rings can have magical properties. |
mule's gold ring of nature (+20%) mule's gold ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +23 Rings can have magical properties. |
painweaver's gold ring of arcana(+0.10/turn) =**TRAP**= painweaver's gold ring of arcana(+0.10/turn) =**TRAP**=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 Changes damage: +6% all Silence immunity: +24% Mana each turn: +0.10 Spellpower: +11 Mindpower: +14 Rings can have magical properties. |
psionicist's gold ring of blinding strikes =BlindDmg= psionicist's gold ring of blinding strikes =BlindDmg=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Damage when the wearer hits(melee): 4 physical / 3 blinding / 4 lightning Damage when the wearer is hit: 3 physical / 6 blinding / 3 lightning Mental save: +8 Rings can have magical properties. |
psionicist's gold ring of fire (+24%) psionicist's gold ring of fire (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% fire Changes damage: +12% fire Mental save: +8 Rings can have magical properties. |
psionicist's steel ring of nature (+22%) psionicist's steel ring of nature (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +6 Rings can have magical properties. |
rogue's copper ring of light (+22%) rogue's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
savior's steel ring of perseverance savior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 Spell save: +6 Mental save: +6 Stun/Freeze immunity: +20% Life regen: +1.40 Rings can have magical properties. |
sneakthief's voratun ring =**TRAP**= sneakthief's voratun ring =**TRAP**=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 Changes stats: +7 Cun / +6 Dex Rings can have magical properties. |
solipsist's gold ring solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +10 Rings can have magical properties. |
voratun ring 'Belunn' voratun ring 'Belunn'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 Changes stats: +8 Str / +8 Wil / +7 Cun / +9 Con Damage when the wearer is hit: 16 mind Changes resistances: +12% mind / +40% cold Changes resistances penetration: +10% mind Changes damage: +9% mind / +20% cold Mindpower: +15 Rings can have magical properties. |
Blazelord the stralite dagger (28-36.4 power, 9 apr) Blazelord the stralite dagger (28-36.4 power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +13 darkness Burst (radius 1) on hit: +8 lightning / +4 light Burst (radius 2) on crit: +8 lightning Damage against: +20% Humanoid When wielded/worn: Damage when the wearer hits(melee): 2 lightning Changes damage: +6% lightning / +6% fire Sharp, short and deadly. |
Earthguile the stralite dagger (39.5-51.35 power, 9 apr) Earthguile the stralite dagger (39.5-51.35 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +12 nature / +30 insidious poison Burst (radius 2) on crit: +8 mind Damage conversion: 30% mind When wielded/worn: Damage when the wearer hits(melee): 2 nature Changes damage: +6% nature Sharp, short and deadly. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +20.0% Attack speed: 100% Special effect when this weapon hits: deals physical damage up to 15% of foe's missing health, based on enemy rank When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +25.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Silyrin the dwarven-steel dagger (18.5-24.05 power, 7 apr) =REG= Silyrin the dwarven-steel dagger (18.5-24.05 power, 7 apr) =REG=Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown When wielded/worn: Damage when the wearer is hit: 8 mind Changes resistances: +5% arcane / +3% fire / +6% darkness Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)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 when this weapon hits: +10 fire burn / +10 blight 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. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)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. |
dwarven-steel dagger of the leech (16-20.8 power, 7 apr) dwarven-steel dagger of the leech (16-20.8 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +8 nature slow When wielded/worn: Damage when the wearer is hit: 5 nature slow Sharp, short and deadly. |
slime-covered stralite dagger of banishment (28.5-37.05 power, 9 apr) slime-covered stralite dagger of banishment (28.5-37.05 power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 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% Damage when this weapon hits: +7 nature slow Damage against: +11% Demon When wielded/worn: Changes stats: +4 Wil Sharp, short and deadly. |
stralite dagger of evisceration (30-39 power, 9 apr) stralite dagger of evisceration (30-39 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 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% Special effect when this weapon crits: wounds the target When wielded/worn: Physical crit. chance: +9.0% Physical power: +8 Sharp, short and deadly. |
warbringer's dwarven-steel dagger (20.5-26.65 power, 7 apr) warbringer's dwarven-steel dagger (20.5-26.65 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +9 Changes stats: +4 Con Changes resistances penetration: +7% physical Disarm immunity: +15% Sharp, short and deadly. |
warbringer's dwarven-steel dagger of disruption (19-24.7 power, 7 apr) warbringer's dwarven-steel dagger of disruption (19-24.7 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage against: +11% Undead / +12% Construct When wielded/worn: Physical power: +7 Changes stats: +3 Con Changes resistances penetration: +8% physical Disarm immunity: +15% Sharp, short and deadly. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 52 power out of 60/60) : Effective talent level: 1.0 Power cost: 52 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 26 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 Physical power: +10 Changes stats: +3 Cun / +6 Wil Damage when the wearer hits(melee): 30 dreamforge Changes resistances: +5% physical / +15% fire / +5% mind Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% fire / +10% mind Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +14 Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 21 power out of 30/30) : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 26.79 mind damage, 26.79 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.23 mind and 2.23 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 3.0 Power cost: 7 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.. |
Brighttaint the hardened leather belt Brighttaint the hardened leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +4 Changes stats: +3 Dex / +4 Wil / +4 Cun Changes resistances: +12% lightning / +3% darkness Physical save: +3 Spell save: +7 Mental save: +7 Maximum life: +67.00 Mental crit. chance: +5% Light radius: +2 Resist all after a teleport: +2% A belt that goes around your waist. |
Hudestir the Sootglamour =Shield= Hudestir the Sootglamour =Shield=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes stats: +2 Str / +2 Mag / +2 Wil Damage when the wearer hits(melee): 4 darkness Changes resistances: +6% darkness It can be used to create a temporary shield that absorbs 314 damage, placing all other charms into a 26 cooldown. A belt that goes around your waist. |
hardened leather belt 'Broduzor' hardened leather belt 'Broduzor'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3% darkness / +9% blight Changes damage: +9% mind Mental save: +9 Mindpower: +2 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ce'Nubrena (2 def, 0 armour) =NegLife= Ce'Nubrena (2 def, 0 armour) =NegLife=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Mag / +8 Wil / +8 Cun Physical save: +7 Mental save: +11 Only die when reaching: -50.00 life Maximum mana: +40.00 Spellpower: +8 Spell crit. chance: +2% Mental crit. chance: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhorozor the linen cloak (1 def, 0 armour) =Heals= Radhorozor the linen cloak (1 def, 0 armour) =Heals=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +5 Defense: +1 Changes stats: +2 Cun / +2 Dex Changes resistances: +1% physical Changes damage: +6% physical Healing mod.: +35% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yarerak the elven-silk cloak (14 def, 0 armour) =**TRAP**= Yarerak the elven-silk cloak (14 def, 0 armour) =**TRAP**=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 Armour penetration: +9 Defense: +14 Changes stats: +5 Dex / +4 Wil / +8 Cun Damage when the wearer is hit: 8 arcane Physical save: +10 Mental save: +12 Mana each turn: +0.08 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of dwarven-steel boots of strife (0 def, 4 armour) dreamer's pair of dwarven-steel boots of strife (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +8% physical Physical save: +6 Spell save: +11 Mental save: +7 Mindpower: +3 It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayutha the Shockdeath (0 def, 2 armour) =Stam= Mayutha the Shockdeath (0 def, 2 armour) =Stam=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +2 Armour: +2 Changes stats: +2 Con Damage when the wearer is hit: 8 physical Life regen: +2.70 Stamina each turn: +1.00 Maximum stamina: +24.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour) =Knockback= Snow Giant Wraps (0 def, 2 armour) =Knockback=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 192.48 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =REG= Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =REG=Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +10% physical / +20% acid Changes resistances cap: +5% physical / +10% acid Changes resistances penetration: +15% physical / +15% acid Changes damage: +5% physical / +10% acid Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 It can be used to activate talent Indomitable (costing 52 power out of 60/60) : Effective talent level: 1.0 Power cost: 52 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
clarifying elven-silk wizard hat of corrosion (+21%) (3 def, 0 armour) =**TRAP**= clarifying elven-silk wizard hat of corrosion (+21%) (3 def, 0 armour) =**TRAP**=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +5 Cun Changes resistances: +21% acid Changes damage: +14% acid Mental save: +12 A pointy cloth hat, very wizardly... |
Ashrune (4 def, 16 armour) =Stam= Ashrune (4 def, 16 armour) =Stam=Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 Fatigue: +16% Changes stats: +5 Str / +4 Con Changes resistances: +12% acid Changes resistances penetration: +10% acid / +20% fire Life regen: +2.80 Stamina each turn: +1.00 Maximum life: +43.00 A suit of armour made of mail. |
steel shield of harmony (6 def, 2 armour, 42.5 block) steel shield of harmony (6 def, 2 armour, 42.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +2 Block Healing mod.: +12% It can be used to activate talent Waters of Life, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 19 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 86 power out of 100/100. The very essence of bearness! |
177 alchemist agate 177 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. |
Flashbrace the dwarven-steel pickaxe (dig speed 24 turns) Flashbrace the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Damage when the wearer hits(melee): 2 lightning / 4 acid Damage when the wearer is hit: 4 lightning Changes resistances penetration: +15% acid Changes damage: +9% acid Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
Bilenigh BilenighCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +27 Damage when the wearer hits(melee): 6 nature Damage when the wearer is hit: 4 nature / 4 arcane Changes resistances: +3% nature Changes resistances penetration: +10% arcane Changes damage: +6% arcane Physical save: +40 Spell save: +29 Mental save: +36 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Malindur the Treenoon Malindur the TreenoonInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 8 nature Damage when the wearer is hit: 8 nature Changes resistances: +9% darkness / +3% nature Maximum life: +51.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
survivor's alchemist's lamp of clarity =Heals= survivor's alchemist's lamp of clarity =Heals=Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 Mental save: +7 Light radius: +3 See stealth: +5 See invisible: +9 Healing mod.: +21% A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of the sun =LightRad(8)= watchleader's alchemist's lamp of the sun =LightRad(8)=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% darkness Changes damage: +7% light Damage affinity(heal): +5% light Blindness immunity: +21% Confusion immunity: +13% Light radius: +8 See stealth: +5 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7.0 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered 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 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 174 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. |
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 is 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. |
battle-ranger's pouch of stralite shots of torment (50/50, 43.5-52.2 power, 5 apr) battle-ranger's pouch of stralite shots of torment (50/50, 43.5-52.2 power, 5 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 50 Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits(ranged): +13 mind / +10 darkness Damage conversion: 26% mind / 16% darkness When wielded/worn: Ammo reloads per turns: +3 Shots are used with slings to pummel your foes to death. |
Brighttrail [power 59] (18 cooldown) Brighttrail [power 59] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +15% fire Changes damage: +6% light / +9% lightning / +6% fire Light radius: +2 It can be used to setup a psionic shield, reducing all fire and cold damage by 59 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
Durelathazor the Cloudfear [power 145] (24 cooldown) =Light/Blight= Durelathazor the Cloudfear [power 145] (24 cooldown) =Light/Blight=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when the wearer is hit: 12 lightning Changes damage: +12% lightning Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence Psi each turn: +0.30 Maximum hate: +2.00 It can be used to setup a psionic shield, reducing all lightning and blight damage by 145 for 6 turns, placing all other charms into a 24 cooldown. Torques are made by powerful psionics to store psionic powers. |
Glitterwing the steel torque of psychoportation [power 31] (26 cooldown) =Port= Glitterwing the steel torque of psychoportation [power 31] (26 cooldown) =Port=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Grants telepathy: Dragon Humanoid/Orc Infravision radius: +2 It can be used to teleport randomly (rad 31), placing all other charms into a 26 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Ivyrathra' [power 185] (6 cooldown) dwarven-steel torque of mindblast 'Ivyrathra' [power 185] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when the wearer is hit: 4 mind Changes resistances: +3% blight / +3% cold / +6% light Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward Blindness immunity: +10% Cut immunity: +5% It can be used to fire a blast of psionic energies in a beam (dam 92-185), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield 'Ebonybliss' [power 55] (18 cooldown) =Phys/Acid= steel torque of kinetic psionic shield 'Ebonybliss' [power 55] (18 cooldown) =Phys/Acid=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer is hit: 4 darkness Changes resistances: +6% temporal / +12% cold Changes resistances penetration: +5% fire Changes damage: +9% darkness It can be used to setup a psionic shield, reducing all physical and acid damage by 55 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of clear mind [power 4] (26 cooldown) supercharged dwarven-steel torque of clear mind [power 4] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, placing all other charms into a 26 cooldown. Torques are made by powerful psionics to store psionic powers. |
Yvida the Sunspike [power 3] (18 cooldown) Yvida the Sunspike [power 3] (18 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 2 light Changes resistances: +6% light Changes resistances penetration: +10% light Light radius: +3 It can be used to remove up to 3 poisons from the target, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 9 stamina. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin [power 62] (18 cooldown) elven-wood totem of thorny skin [power 62] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 6 turns increasing armour by 62 and armour hardiness by 60%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure illness [power 2] (18 cooldown) yew totem of cure illness [power 2] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 diseases from the target, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
Blastrock [power 295] (6 cooldown) Blastrock [power 295] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when the wearer is hit: 8 lightning Changes resistances: +9% lightning / +5% arcane Maximum wards: +3 fire / +4 cold / +4 lightning / +4 blight / +4 temporal Changes resistances penetration: +5% lightning Changes damage: +9% lightning Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 148-295), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Shineravager [power 533] (10 cooldown) Shineravager [power 533] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +1 Str Damage when the wearer hits(melee): 2 light Talent granted: +4 Strike Allows you to breathe in: water Psi per kill: +1.00 Maximum vim: +18.00 Light radius: +3 It can be used to creates a wall of flames lasting for 4 turns (dam 533 overall), placing all other charms into a 10 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 26 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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By RogueMadness the Shalore Rogue level 19
50th Haze 122nd year of Ascendancy at 09:01 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By RogueMadness the Shalore Rogue level 32
26th Haze 123rd year of Ascendancy at 10:59 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By RogueMadness the Shalore Rogue level 7
10th Flare 122nd year of Ascendancy at 07:24 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By RogueMadness the Shalore Rogue level 30
69th Dusk 123rd year of Ascendancy at 12:44 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By RogueMadness the Shalore Rogue level 25
5th Pyre 123rd year of Ascendancy at 16:39 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By RogueMadness the Shalore Rogue level 31
73rd Dusk 123rd year of Ascendancy at 09:45 see stats
Fast Curse Dispel (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By RogueMadness the Shalore Rogue level 7
10th Flare 122nd year of Ascendancy at 07:24 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By RogueMadness the Shalore Rogue level 12
38th Dusk 122nd year of Ascendancy at 23:29 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 RogueMadness the Shalore Rogue level 33
79th Haze 123rd year of Ascendancy at 11:03 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By RogueMadness the Shalore Rogue level 10
21st Dusk 122nd year of Ascendancy at 15:43 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By RogueMadness the Shalore Rogue level 20
51st Haze 122nd year of Ascendancy at 15:25 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By RogueMadness the Shalore Rogue level 30
36th Dusk 123rd year of Ascendancy at 13:22 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By RogueMadness the Shalore Rogue level 22
10th Allure 123rd year of Ascendancy at 18:26 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By RogueMadness the Shalore Rogue level 25
6th Pyre 123rd year of Ascendancy at 06:51 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By RogueMadness the Shalore Rogue level 28
74th Pyre 123rd year of Ascendancy at 00:04 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By RogueMadness the Shalore Rogue level 10
33rd Dusk 122nd year of Ascendancy at 11:44 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By RogueMadness the Shalore Rogue level 16
25th Haze 122nd year of Ascendancy at 02:10 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By RogueMadness the Shalore Rogue level 34
2nd Wintertide 124th year of Ascendancy at 11:20 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By RogueMadness the Shalore Rogue level 28
55th Pyre 123rd year of Ascendancy at 20:16 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By RogueMadness the Shalore Rogue level 26
50th Pyre 123rd year of Ascendancy at 12:51 see stats
