











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 50 / 2155% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 202 (base 60) |
| Dexterity | 86 (base 60) |
| Constitution | 149 (base 60) |
| Magic | 38 (base 14) |
| Willpower | 46 (base 31) |
| Cunning | 33 (base 11) |
Resources
| Life | 2618/3981 |
| Mana | 518/634 |
| Stamina | 357/357 |
| Healing Factor | 1.9179549070847 |
| Regeneration | 21.802442505065 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.7763568394003E-13% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 8 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 45.712164534463 |
| See Invisible | 48.712164534463 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 307 |
| Accuracy | 54 |
| Crit Chance | 45% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +39% |
| Acid | +21% |
| Light | +42% |
| Temporal | +47% |
| Nature | +21% |
| Physical | +86% |
| Fire | +27% |
| All | +15% |
Offense: Damage Penetration
| Temporal | +50% |
| Blight | +40% |
| Physical | +65% |
| Mind | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 153.13928430716 (100%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 82 |
| Spell Save | 75 |
| Mental Save | 47 |
Defense: Resistances
| Acid | 45%( 76%) |
| Blight | 37%( 76%) |
| Physical | 64%( 76%) |
| Cold | 33%( 76%) |
| All | 21%( 76%) |
| Lightning | 32%( 76%) |
| Light | 46%( 76%) |
| Mind | 33%( 76%) |
| Darkness | 45%( 86%) |
| Fire | 57%( 76%) |
| Nature | 45%( 76%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 31% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 80% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 222 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 12 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Warcries | 1.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.60 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Battle tactics | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.60 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.60 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Last Stand |
| talent | Shield Wall |
| talent | Chant of Fortress |
| talent | Precise Strikes |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Increases maximum life and stamina by 22%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
| detrimental effect | The target has been splashed with acid, taking 55.79 acid damage per turn, reducing armour by 77 and attack by 67. Acid Splash |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Back and there again | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
Escort: injured seer (level 1 of Ruins of Kor'Pul) | done |
You failed to protect the injured seer from death by Xudhessra the skeleton archer. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by Getira the treant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Elille the minotaur. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Betavea the giant ice ant. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Bethitta the cold drake. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by Glorimina the skeleton warrior. Escort: repented thief (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called &039;, probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded 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&LIGHT_GREEN | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. 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 |
The Doom of the World! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | 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 | Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Frozen Shards (25/25, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
| Light source | SaluraInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Changes stats: +1 Str Critical mult.: +5.00% Physical save: +22 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +33 (+11 eff.) Stamina each turn: +3.00 Spellpower: +20 (+7 eff.) Light radius: +5 See stealth: +18 See invisible: +21 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet&LASTANTIQUE_WHITE |
| On hands | Will of Ul&Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable &039; to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 3.3 Power cost: 15 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul& |
| Tool | Aryrin [power 542] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +16 Changes stats: +4 Con Changes resistances penetration: +15% blight / +15% physical / +25% temporal Changes damage: +32% temporal Mana each turn: +0.16 Maximum mana: +60.00 It can be used to heal yourself and all friendly characters within 10 spaces for 542 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | 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 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | RotvileInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 2 nature Changes stats: +9 Str / +14 Con Changes resistances: +15% mind / +16% physical Changes resistances penetration: +5% mind Changes damage: +16% physical / +6% mind / +6% nature Spell save: +18 (+5 eff.) Maximum stamina: +36.00 Rings make your fingers look great! |
| Around neck | PhoenixsliceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +6 Defense: +6 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +10 Con Changes resistances: +3% light / +18% fire Changes resistances cap: +6% all Changes damage: +12% fire / +12% light / +7% physical Physical save: +21 (+4 eff.) Combat speed: +10% Amulets make your neck look great! |
| In main hand | Yvilaith (169% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +22 (+6 eff.) Armour penetration: +13 Physical power: +20 (+3 eff.) Changes stats: +9 Str / +9 Dex / +13 Mag / +10 Wil / +12 Cun / +8 Con Changes resistances penetration: +5% physical / +15% all Changes damage: +6% physical Critical mult.: +5.00% Physical save: +3 (+0 eff.) Stamina each turn: +3.10 Sharp, long, and deadly. |
| Around waist | Xawyn the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +12% nature Changes resistances penetration: +20% physical Changes damage: +15% physical Damage against: +45% Summoned Reduced damage from: +29% Summoned Spell save: +13 (+3 eff.) Mental save: +6 (+2 eff.) Psi when hit: +0.04 Mindpower: +25 (+8 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Grinalen (25 def, 21 armour, 184% power, 347.81879964288 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 185% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +348 Damage (Melee): +20 nature Damage (radius 2) on crit: +33 light / +40 fire When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +21 Defense: +25 (+6 eff.) Fatigue: +8% On shield block: * Deals 101 light and fire damage to each enemy blocked Changes stats: +2 Wil Changes resistances: +20% blight / +15% fire / +14% light / +19% nature Changes damage: +6% acid Talent granted: +1 Block Maximum life: +96.00 Handheld deflection devices. |
| Cloak | Polywyn (3 def, 0 armour) =stam=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Str / +13 Dex / +5 Con Changes resistances: +6% darkness / +5% physical Changes damage: +18% mind / +12% physical Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 10.00% Spell save: +13 (+3 eff.) Knockback immunity: +21% Stamina each turn: +1.50 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 plate armour &039; (5 def, 20 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Physical power: +15 (+2 eff.) Armour: +20 Defense: +5 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 4 physical / 8 fire Changes stats: +6 Str / +6 Con Changes resistances: +15% acid / +13% physical / +15% cold / +14% lightning / +13% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +31% Stun/Freeze immunity: +32% Knockback immunity: +36% Life regen: +7.70 Stamina each turn: +1.70 Maximum life: +100.00 Maximum stamina: +30.00 A suit of armour made of metal plates. |
Inventory
heroism infusion of the warrior (die at -1236; dur 5; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -1236 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1660 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, cold, nature, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 cold, 5 nature, 3 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 613; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 613.41 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 11; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.blink rune (range 7; phase 26; cd 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 18; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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 spell talent. |
blink rune of the sneak (range 5; phase 15; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 18; resist 17%; move 46%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 46% faster, and you are invisible (power 18). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 13; resist 21%; move 37%; dur 5; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 37% faster, and you are invisible (power 13). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 21; resist 24%; move 38%; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 38% faster, and you are invisible (power 21). 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 spell talent. |
shatter afflictions rune (absorb 20; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 117; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
shatter afflictions rune of the duelist (absorb 191; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 191 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
shatter afflictions rune of the sneak (absorb 140; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 140 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
shatter afflictions rune of the wizard (absorb 101; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 378; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 378 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 851; dur 6; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 851 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 812; dur 6; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 812 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 0; blocks 5; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 5 times. 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 spell talent. |
stormshield rune of the sneak (threshold 30; blocks 5; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 5 times. 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 spell talent. |
stormshield rune of the warrior (threshold 8; blocks 7; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 8 up to 7 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Airwend the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +6 Wil Changes resistances: +21% acid / +6% blight Changes resistances penetration: +26% lightning Confusion immunity: +21% Life regen: +4.14 Only die when reaching: -82.75 life Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Coalfear the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +8 Changes resistances: +4% physical / +31% cold / +26% fire Changes resistances penetration: +20% darkness Mental save: +15 (+5 eff.) Blindness immunity: +23% Poison immunity: +20% Stun/Freeze immunity: +23% Maximum life: +100.00 Amulets make your neck look great! |
Daneth&Crafted 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 Changes resistances: +20% physical 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& |
FogmonsterCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 6 mind Changes resistances: +15% mind Changes resistances penetration: +10% darkness / +15% nature Changes damage: +6% darkness Life regen: +3.00 Amulets make your neck look great! |
ForesttideCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +5 Dex Changes resistances penetration: +25% blight Changes damage: +31% nature / +9% blight Life regen: +5.00 Spellpower: +31 (+10 eff.) Damage Shield penetration: +31% Amulets make your neck look great! |
Frost Lord&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 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
FrostreaperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 10 cold Changes stats: +4 Con Changes resistances: +2% physical / +20% light / +26% darkness Changes resistances penetration: +20% nature Changes damage: +9% cold Critical mult.: +20.88% Physical save: +6 (+1 eff.) Blindness immunity: +49% Only die when reaching: -40.00 life Amulets make your neck look great! |
Garkul&Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLAST039;s strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 6.4 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 862.22 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul& |
Gilumadig the SootravenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 4 darkness Changes stats: +4 Con Changes resistances: +9% acid / +14% light / +16% darkness Changes resistances penetration: +15% acid Changes damage: +6% darkness Critical mult.: +13.00% Physical save: +8 (+1 eff.) Blindness immunity: +34% Life regen: +2.00 Maximum life: +39.00 Amulets make your neck look great! |
Gloredhewen the StormdareInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Con Changes resistances: +15% light / +13% darkness / +5% arcane Changes resistances penetration: +15% lightning / +5% arcane Changes damage: +6% arcane Blindness immunity: +24% Amulets make your neck look great! |
IvennInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Lck Changes damage: +3% arcane Talent mastery: +0.18 Technique / Conditioning Blindness immunity: +12% Spellpower on spell critical (stacks up to 3 times): +8 Infravision radius: +4 Sight radius: +2 See invisible: +6 Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+11 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). 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. |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+3 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 677.04 physical damage (based on Magic) in a radius of 3 Activation costs 36 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xeruriana the SkyblissCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 6 arcane / 4 lightning Changes resistances: +12% acid / +6% lightning Changes damage: +12% lightning Life regen: +3.00 Amulets make your neck look great! |
clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +22% Amulets make your neck look great! |
clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
copper amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +13% mind / +5% arcane Changes resistances penetration: +20% lightning / +15% temporal / +10% arcane Changes damage: +21% arcane Confusion immunity: +26% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
copper amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Mag / +5 Con Changes resistances penetration: +20% acid See invisible: +6 Amulets make your neck look great! |
copper amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% darkness / +12% temporal Changes resistances penetration: +10% darkness Spell save: +3 (+1 eff.) Disarm immunity: +10% Life regen: +2.00 Amulets make your neck look great! |
grounding steel amulet of perfection (0.18 Technique / Shield defense,0.18 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Talent masteries: +0.18 Technique / Shield defense +0.18 Technique / Combat techniques Stun/Freeze immunity: +24% Amulets make your neck look great! |
insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +10% cold Amulets make your neck look great! |
insulating gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +15% fire / +15% cold Amulets make your neck look great! |
insulating steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% fire / +14% cold Amulets make your neck look great! |
restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Con Life regen: +2.00 Amulets make your neck look great! |
restful copper amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +2.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +8 Lck Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
starlit gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% light / +16% darkness Blindness immunity: +30% Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
starlit gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% light / +10% darkness Blindness immunity: +49% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
voratun amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +20 Changes resistances: +6% blight / +4% physical / +12% light Changes resistances penetration: +25% acid Critical mult.: +20.00% Stun/Freeze immunity: +21% Knockback immunity: +20% Life regen: +4.14 Only die when reaching: -82.75 life Amulets make your neck look great! |
wanderer&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +5 Cun / +4 Con Life regen: +3.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Cut immunity: +50% Stamina each turn: +0.30 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 193 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +7% physical Stamina each turn: +0.30 Amulets make your neck look great! |
warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +5% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
BoltserpentInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +7 Con Changes resistances: +21% lightning Changes resistances penetration: +33% lightning / +20% arcane Reduces incoming crit damage: 15.00% Life regen: +14.00 Mana when firing critical spell: +2.65 Vim when firing critical spell: +2.65 Spellpower on spell critical (stacks up to 3 times): +13 Maximum life: +100.00 Maximum mana: +80.00 Healing mod.: +19% Rings make your fingers look great! |
Delytir the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Changes resistances: +20% blight / +9% light / +12% darkness Changes damage: +9% acid / +24% arcane Mental save: +12 (+4 eff.) Life regen: +4.08 Spellpower: +12 (+4 eff.) Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 102.86 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 20 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren& |
FiresteelInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +38% lightning / +21% fire Changes damage: +13% lightning / +6% fire Rings make your fingers look great! |
Islayatha the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +6% light / +5% arcane / +13% mind Changes damage: +31% mind Spell save: +15 (+4 eff.) Mental save: +9 (+3 eff.) Life regen: +2.00 Healing mod.: +20% Rings make your fingers look great! |
Ivekira the RootwrestCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Damage when hit (Melee): 8 nature Changes stats: +7 Dex Changes resistances: +3% acid / +6% temporal / +9% darkness / +3% blight / +6% nature / +5% arcane / +6% lightning Rings make your fingers look great! |
Lisunne the LightrazeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% lightning / +21% fire / +3% light Changes resistances penetration: +10% light / +20% mind Changes damage: +15% lightning / +12% light / +12% mind Rings make your fingers look great! |
Mayavena the WillowstonePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Armour: +8 Changes stats: +5 Str / +6 Con Changes resistances: +36% darkness / +2% physical Changes resistances penetration: +15% nature Changes damage: +18% darkness Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Obsidianire the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +18% darkness Changes resistances penetration: +26% darkness / +26% fire Changes damage: +15% fire Blindness immunity: +50% Light radius: +3 Infravision radius: +6 See stealth: +20 See invisible: +16 Rings make your fingers look great! |
Ragyleg the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +11 (+2 eff.) Changes stats: +5 Cun / +6 Wil Changes resistances: +6% acid / +26% light / +5% arcane Changes resistances penetration: +5% arcane / +25% acid Changes damage: +13% light Mindpower: +9 (+3 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.8 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 39% for 5 turns. Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Sameleg the SplendourstreakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +11% physical / +6% light / +24% fire Changes damage: +11% physical / +18% light / +12% fire Rings make your fingers look great! |
Sunpunish the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +6% darkness / +9% light / +6% blight / +9% mind / +32% nature / +9% acid Changes resistances penetration: +15% mind Changes damage: +16% nature Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.24 cold and 26.26 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 141.63 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Armour: +16 Changes stats: +8 Str / +2 Wil Changes resistances: +13% nature / +12% blight Changes damage: +6% physical Blindness immunity: +35% Poison immunity: +26% Disease immunity: +18% Spellpower on spell critical (stacks up to 3 times): +8 Infravision radius: +5 See stealth: +21 See invisible: +20 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn& |
conjurer&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Stun/Freeze immunity: +26% Life regen: +3.00 Spellpower: +10 (+3 eff.) Rings make your fingers look great! |
copper ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 10 lightning / 10 cold Changes resistances: +24% lightning Changes resistances penetration: +15% cold Changes damage: +27% lightning Rings make your fingers look great! |
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings make your fingers look great! |
gladiator&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +7 Str / +4 Con Changes resistances: +36% fire Changes damage: +18% fire Rings make your fingers look great! |
gold ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 6 darkness Changes resistances: +18% light Changes resistances penetration: +25% light Changes damage: +6% lightning / +6% light / +18% darkness Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.8 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 39% for 5 turns. Rings make your fingers look great! |
gold ring &039;Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +10 Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str / +11 Dex / +6 Cun Changes resistances: +3% lightning / +6% temporal / +3% blight Spell save: +6 (+2 eff.) Rings make your fingers look great! |
marksman&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
marksman&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +6 Dex Changes resistances: +30% fire Changes damage: +15% fire Rings make your fingers look great! |
psionicist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+2 eff.) 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 back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +7 Wil Mental save: +14 (+4 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.2 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings make your fingers look great! |
rogue&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Mental save: +7 (+2 eff.) Confusion immunity: +29% Rings make your fingers look great! |
rogue&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
savage&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+3 eff.) Silence immunity: +25% Mana each turn: +0.20 Maximum stamina: +18.00 Rings make your fingers look great! |
savage&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Spell save: +13 (+3 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +34% Maximum stamina: +18.00 Rings make your fingers look great! |
savage&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Defense: +14 (+3 eff.) Changes stats: +3 Con Spell save: +14 (+4 eff.) Maximum stamina: +26.00 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 back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savage&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 27 Damage (Melee): 25 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 27 Damage (Ranged): 23 physical Changes stats: +8 Cun / +5 Con Spell save: +15 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +30.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.2 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 156% weapon damage. If the attack hits, the target will bleed for 296% weapon damage over 7 turns, and all healing will be reduced by 58%. Rings make your fingers look great! |
savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Rings make your fingers look great! |
savior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +16 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +10 (+3 eff.) Life regen: +15.00 Maximum life: +60.00 Healing mod.: +17% Rings make your fingers look great! |
savior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +32% acid Changes damage: +16% acid Physical save: +13 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +13 (+4 eff.) Rings make your fingers look great! |
sneakthief&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +12.00 Maximum life: +67.00 Healing mod.: +18% Rings make your fingers look great! |
solipsist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Defense: +14 (+3 eff.) Changes stats: +6 Cun / +6 Wil Mindpower: +8 (+3 eff.) 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 back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring &039;Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% temporal / +26% darkness / +6% blight / +3% mind / +5% nature Changes damage: +13% darkness / +6% temporal Mental save: +7 (+2 eff.) Poison immunity: +12% Disease immunity: +12% Confusion immunity: +26% Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +7 (+1 eff.) 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 back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +7 Dex / +3 Con Changes resistances: +12% blight / +9% light / +15% mind Changes resistances penetration: +15% cold Disease immunity: +20% Stun/Freeze immunity: +44% Life regen: +8.00 Rings make your fingers look great! |
titan&Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% darkness Changes damage: +12% darkness Physical save: +8 (+1 eff.) Rings make your fingers look great! |
titan&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+1 eff.) Disarm immunity: +23% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +25.00 Rings make your fingers look great! |
treant&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +10% Disease immunity: +10% Rings make your fingers look great! |
treant&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes resistances: +6% nature / +7% blight Poison immunity: +10% Disease immunity: +11% 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 back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +13 (+3 eff.) 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 back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +8 Str Life regen: +15.00 Maximum life: +97.00 Healing mod.: +16% Rings make your fingers look great! |
warrior&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Effects on melee hit: * 16% chance to reduce all saves and defense by 27 Damage (Melee): 23 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 27 Damage (Ranged): 19 physical Changes stats: +7 Cun / +9 Str Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 6.4 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 179% weapon damage. If the attack hits, the target will bleed for 336% weapon damage over 7 turns, and all healing will be reduced by 75%. Rings make your fingers look great! |
wizard&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! |
Acera (140% power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 30 acid damage in a 4 radius ball. This damage will increase by 21% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Anmalice (158% power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-12 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Blade of Distorted Time (150% power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 58 temporal damage and slows enemies in radius 6 of the target by 68% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 6 power out of 10/10) : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Blood-Edge (157% power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 157% Range: 1.4x Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe&LASTLIGHT_GREENLASTLIGHT_GREEN blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 12 power out of 20/20) : Effective talent level: 6.4 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 179% weapon damage. If the attack hits, the target will bleed for 336% weapon damage over 7 turns, and all healing will be reduced by 75%. 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&039;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. |
Butcher (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let& |
Corpathus (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +10.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
The Black Spike (159% power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Wintertide (148% power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 150.28 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes 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% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm&LASTANTIQUE_WHITE |
Cloudgasher the voratun mace (156% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +45 acid / +42 nature When wielded/worn: Armour penetration: +13 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 blight Changes stats: +26 Str / +23 Dex / +26 Mag / +24 Wil / +21 Cun / +22 Con Changes resistances: +9% temporal Changes resistances penetration: +17% acid / +10% temporal / +24% nature / +10% lightning Changes damage: +3% lightning / +9% temporal / +6% blight Blunt and deadly. |
Strikeripper (157% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Accuracy: +25 (+7 eff.) Changes stats: +5 Dex / +12 Wil / +15 Con Changes resistances: +9% blight / +6% mind Changes resistances penetration: +15% blight / +15% mind Changes damage: +9% lightning / +3% mind / +9% blight Maximum life: +110.00 Combat speed: +10% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Lustrevalor the living mindstar (137% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 137% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +9.0% Attack speed: 100% Damage (radius 1) on hit: +24 light When wielded/worn: Armour penetration: +7 Changes stats: +8 Wil Changes resistances: +15% light Changes damage: +18% light / +12% lightning Talent granted: +1 Attune Mindstar Physical save: +24 (+5 eff.) Spell save: +10 (+3 eff.) Only die when reaching: -100.00 life Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Light radius: +4 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.swiftstrike drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Changes stats: +6 Cun Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.surging dragonbone magestaff of greater warding (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Maximum wards: +3 lightning Changes damage: +30% lightning Talents granted: +5 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Razorblade, the Cursed Waraxe (147% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+11 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
This item will automatically be transmogrified when you leave the level.Silynor the voratun waraxe (148% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +16 mind When wielded/worn: Changes stats: +12 Con / +15 Wil Changes resistances: +24% acid / +18% cold Spell save: +15 (+4 eff.) Silence immunity: +27% Only die when reaching: -108.81 life Maximum life: +110.00 Mindpower: +30 (+10 eff.) Mental crit. chance: +7% One-handed war axes. |
Duvobar the Shadestone =dpen=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +3 Wil / +4 Con Changes resistances penetration: +26% darkness Critical mult.: +20.69% Life regen: +3.60 Mindpower: +20 (+7 eff.) Mental crit. chance: +7% Infravision radius: +3 Healing mod.: +23% A belt that goes around your waist. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Lelyruisus the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +5 Dex / +6 Wil / +6 Cun / +10 Lck Changes resistances: +3% mind Changes damage: +15% acid / +18% mind Trap disarming bonus: +10 Stealth bonus: +11 Physical save: +25 (+5 eff.) Mental save: +14 (+4 eff.) Maximum life: +110.00 Infravision radius: +5 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
Rainwhisper the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Fatigue: -10% Changes stats: +9 Mag Changes resistances: +18% cold Changes resistances penetration: +10% arcane / +30% cold Changes damage: +9% cold / +6% temporal Critical mult.: +14.00% Maximum encumbrance: +60 Mana each turn: +0.60 Maximum mana: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
drakeskin leather belt &039;Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 21% chance to slow global speed by 54% Damage when hit (Melee): 2 light Changes stats: +6 Dex / +10 Mag / +19 Wil / +6 Cun / +3 Con Changes resistances: +6% light Changes resistances penetration: +10% nature Mental save: +15 (+5 eff.) Maximum life: +88.00 Spell crit. chance: +5% Mental crit. chance: +15% A belt that goes around your waist. |
drakeskin leather belt &039;Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +4.0% Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 21 Changes stats: +2 Str / +6 Dex / +8 Wil / +13 Cun / +9 Lck Changes resistances: +14% fire / +9% cold Damage against: +41% Summoned Reduced damage from: +35% Summoned Trap disarming bonus: +24 Stealth bonus: +14 Physical save: +19 (+4 eff.) Infravision radius: +5 A belt that goes around your waist. |
Aridhema (16 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+9 eff.) Defense: +16 (+4 eff.) Fatigue: -9% Changes resistances: +10% acid / +6% temporal / +10% fire / +6% blight / +9% cold / +12% nature / +14% lightning Physical save: +14 (+3 eff.) Spell save: +3 (+1 eff.) Maximum life: +103.00 Maximum stamina: +23.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camytar the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 21 * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes resistances: +9% acid / +3% blight / +10% fire / +9% cold / +9% lightning Changes damage: +3% blight / +6% temporal Physical save: +15 (+3 eff.) Mental save: +12 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +55.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 45 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Glacierstun (2 def, 0 armour) =dpen=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Changes resistances: +12% blight / +30% cold / +25% darkness Changes resistances penetration: +14% darkness Changes damage: +31% darkness Stealth bonus: +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Hurahad the Freezesting (12 def, 0 armour) =pen=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +30 (+5 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes stats: +2 Dex / +3 Cun / +2 Con Changes resistances: +9% mind Changes resistances penetration: +15% physical Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Xanibeth the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +21% darkness / +21% temporal Changes damage: +12% mind Spell save: +15 (+4 eff.) Mental save: +12 (+4 eff.) Stamina each turn: +3.00 Maximum mana: +70.00 Mindpower: +10 (+3 eff.) Infravision radius: +2 Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak &039; (13 def, 10 armour) =pen=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +10 Defense: +13 (+3 eff.) Damage when hit (Melee): 10 physical / 10 fire Changes stats: +6 Con Changes resistances penetration: +15% physical Physical save: +11 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Kilnquell (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 14 mind Changes stats: +4 Dex Changes resistances: +20% mind / +45% light / +15% all Changes resistances penetration: +34% mind Changes damage: +12% acid / +27% fire / +30% light / +15% mind Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beliregotir the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Str / +2 Dex / +4 Wil / +4 Con Changes resistances penetration: +8% physical Changes damage: +18% mind Reduces incoming crit damage: 15.00% Stamina each turn: +0.70 Psi when hit: +0.12 Maximum stamina: +23.00 Mindpower: +5 (+2 eff.) Movement speed: +25% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 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 33 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& |
Bregyharavon (5 def, 5 armour) =stam=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Armour: +5 Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Stamina each turn: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Pyrestar the pair of hardened leather boots (0 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Changes stats: +3 Mag / +3 Wil Changes resistances: +9% acid / +12% fire / +7% lightning / +5% cold Changes resistances penetration: +5% blight / +10% fire Changes damage: +9% fire Silence immunity: +34% Confusion immunity: +32% Stun/Freeze immunity: +33% Mana each turn: +0.40 Maximum mana: +30.00 Spell crit. chance: +2% A pair of boots made of leather. |
Shadequick the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to reduce armor by 31% Changes stats: +4 Cun / +5 Wil Changes resistances: +6% acid / +6% fire / +12% darkness / +21% cold Physical save: +10 (+2 eff.) Spell save: +29 (+7 eff.) Mental save: +11 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It& |
pair of dwarven-steel boots &039; (0 def, 4 armour) =stam=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +3.0% Physical power: +30 (+5 eff.) Armour: +4 Fatigue: +3% Critical mult.: +15.00% Stamina each turn: +2.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 Spellpower: +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of hardened leather boots &039; (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Effects on melee hit: * 10% chance to slow global speed by 54% Damage when hit (Melee): 6 nature Changes stats: +2 Str / +3 Cun / +6 Con Changes resistances penetration: +8% physical Physical save: +13 (+2 eff.) Mental save: +15 (+5 eff.) It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.6 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of voratun boots &039; (0 def, 5 armour) =stam=Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 arcane Changes stats: +6 Cun / +6 Wil Changes resistances: +22% temporal / +33% darkness / +5% arcane Changes resistances penetration: +20% temporal / +25% darkness / +20% arcane Changes damage: +9% arcane Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +12 (+4 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 Defense after a teleport: +30 Resist all after a teleport: +19% New effects duration reduction after a teleport: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Dakhtun&Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable &039; to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable &039; to see combat stats. It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 72.82 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. These gloves are coated with a thick, green liquid. |
Stone Gauntlets of Harkor&Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable &039; to see combat stats. Fashioned in ancient times by cultists of Harkor& |
Ulfyruirin the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +29 (+8 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 12 cold Changes stats: +6 Dex Changes resistances: +9% acid / +3% temporal / +9% blight / +10% cold / +3% mind / +9% lightning Changes damage: +11% cold Physical save: +10 (+2 eff.) Spell save: +15 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves &039; (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 15 lightning Changes stats: +6 Mag / +8 Cun / +6 Con Changes resistances: +10% lightning / +10% light / +10% darkness Changes damage: +11% lightning Physical save: +30 (+6 eff.) Spell save: +9 (+2 eff.) Mental save: +17 (+5 eff.) Disarm immunity: +50% Psi when hit: +0.20 Mindpower: +15 (+5 eff.) Infravision radius: +1 Learn an unarmed attack talent or enable &039; to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 6.4 Power cost: 18 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 40% and provides a 23% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves &039; (0 def, 3 armour) =pen=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Changes stats: +1 Dex Changes resistances: +9% acid Changes resistances penetration: +10% physical Critical mult.: +10.00% Physical save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aroma (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +1 Str / +4 Wil / +6 Cun / +2 Con Changes resistances: +6% lightning / +7% temporal / +7% light / +8% fire / +7% nature / +10% acid / +7% blight / +7% cold / +7% darkness Changes resistances penetration: +10% acid Reduces incoming crit damage: 10.00% Mental save: +13 (+4 eff.) Life regen: +3.90 See invisible: +6 Damage Shield Power: +13% A pointy cloth hat, very wizardly... |
Blizzardwilter the voratun helm (20 def, 19 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +19 Defense: +20 (+5 eff.) Fatigue: +5% Changes stats: +8 Con Changes resistances: +12% cold / +24% fire Changes damage: +21% cold Silence immunity: +23% Maximum life: +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 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 have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. 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. |
Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+5 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTREDLASTLIGHT_GREEN physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 27 power out of 45/45) : Effective talent level: 3.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 306.33 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Gunerak (1 def, 0 armour) =pen=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% physical / +9% darkness / +3% blight / +16% cold / +3% nature / +6% temporal Changes resistances penetration: +10% physical Changes damage: +11% cold Reduces incoming crit damage: 5.00% A pointy cloth hat, very wizardly... |
The Black Crown (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Zyrek the Shadowhunt (0 def, 5 armour) =dpen=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 21 Damage when hit (Melee): 10 mind Changes stats: +5 Str / +5 Con Changes resistances: +18% darkness Changes resistances penetration: +26% darkness / +26% mind Changes damage: +15% blight / +12% mind A cap made of leather. |
drakeskin leather cap &039; (0 def, 19 armour) =dpen=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +19 Fatigue: +5% Changes stats: +2 Str / +5 Wil Changes resistances: +9% cold / +15% fire Changes resistances penetration: +15% darkness Physical save: +20 (+4 eff.) Disease immunity: +21% Confusion immunity: +21% Maximum life: +105.36 A cap made of leather. |
dwarven-steel helm &039; (15 def, 7 armour) =stam=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +7 Defense: +15 (+3 eff.) Fatigue: +4% Changes stats: +3 Str / +2 Con Changes damage: +6% physical Stamina each turn: +3.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cracklespiker the voratun mail armour (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 8 lightning Changes stats: +4 Wil Changes resistances: +17% blight / +22% darkness Changes resistances penetration: +25% lightning / +5% arcane Changes damage: +15% lightning Life regen: +13.00 Maximum life: +131.00 Light radius: +1 Healing mod.: +36% A suit of armour made of mail. |
Emelewyn (17 def, 20 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +17 (+4 eff.) Fatigue: +26% Changes stats: +4 Cun / +9 Con Changes resistances: -16% light / +6% mind / +12% fire / +8% arcane / +11% darkness Critical mult.: +15.00% Physical save: +8 (+1 eff.) Spell save: +25 (+6 eff.) Mental save: +34 (+11 eff.) Mindpower: +15 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Healguile the voratun mail armour (35 def, 20 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +35 (+8 eff.) Fatigue: +12% Changes stats: +9 Wil Changes resistances: +12% acid / +30% fire Changes damage: +33% nature / +15% darkness Cut immunity: +27% Disarm immunity: +27% Life regen: +5.44 Maximum vim: +68.01 Healing mod.: +27% A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 30 power out of 80/80) : Effective talent level: 3.0 Power cost: 30 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 34.80 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 574.74 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 15 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Emelivea the Stormvengeance (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +9% acid / +9% physical / +6% temporal / +10% arcane / +12% nature Changes damage: +9% lightning Spell save: +21 (+5 eff.) Mental save: +12 (+4 eff.) Cut immunity: +21% Life regen: +4.18 A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 15 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Unrydudar (0 def, 17 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +1 Armour: +17 Fatigue: +22% Changes stats: +5 Dex / +6 Wil / +7 Cun Changes resistances: +27% fire Changes resistances penetration: +5% physical Mental save: +16 (+5 eff.) Life regen: +5.00 Maximum life: +36.00 Healing mod.: +16% A suit of armour made of metal plates. |
Velaressra the Balancequake (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 21% chance to slow global speed by 54% Changes resistances: +12% acid / +6% nature / +9% darkness / +9% arcane Changes damage: +3% temporal Physical save: +15 (+3 eff.) Spell save: +37 (+8 eff.) Cut immunity: +21% Silence immunity: +20% Maximum life: +100.00 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Arywen the voratun shield (0 def, 21 armour, 178% power, 239 block)Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +239 On weapon hit: * Deal physical damage equal to your armor (153) When wielded/worn: Armour: +21 Fatigue: +8% Damage (Melee): 35 lightning Damage when hit (Melee): 19 lightning Talent granted: +1 Block Critical mult.: +10.00% Confusion immunity: +20% Maximum life: +90.00 Damage Shield penetration: +30% Handheld deflection devices. |
Blightstopper (18 def, 12 armour, 164% power, 240 block)Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+6 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 15 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature& |
Koreharathel the Charraze (0 def, 10 armour, 182% power, 199.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +200 Damage (Melee): +26 cold Damage (radius 2) on crit: +12 fire When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 2 fire On shield block: * Deals 149 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Cause enemies within radius 6 to bleed for 357 physical damage over 5 turns (1/turn) Changes stats: +6 Wil Changes resistances: +9% acid / +19% cold / +5% arcane Changes damage: +18% darkness Talent granted: +1 Block Maximum life: +88.00 Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 150% power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Sanguine Shield (0 def, 15 armour, 150% power, 220 block)Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Shieldsmaiden (5 def, 20 armour, 159% power, 150 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Ice Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj&039;s heart is as cold and unbreakable as her shield. |
Strikewhisper (0 def, 8 armour, 152% power, 186.87632173115 block)Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 152% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +187 When wielded/worn: Accuracy: +40 (+11 eff.) Armour: +8 Fatigue: +8% Changes stats: +17 Str / +17 Dex Changes resistances: +9% light Changes damage: +9% lightning Talent granted: +1 Block Critical mult.: +20.69% Cut immunity: +21% Disarm immunity: +21% Handheld deflection devices. |
Summertide (17 def, 15 armour, 164% power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 52.63 to 65.79 light damage (based on Willpower and Cunning) Activation costs 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (8 def, 4 armour, 161% power, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Black Wall (12 def, 9 armour, 164% power, 200 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
This item will automatically be transmogrified when you leave the level.shocking voratun shield of acid resistance (+30%) (0 def, 10 armour, 173% power, 194.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 173% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 35 lightning Damage when hit (Melee): 21 lightning Changes resistances: +30% acid Talent granted: +1 Block Handheld deflection devices. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1507 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. |
9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Elenyntir (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Damage when hit (Melee): 8 arcane Changes stats: +6 Str Changes resistances: +18% darkness / +15% temporal Knockback immunity: +10% Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 6.4 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +117 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 72.82 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof&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. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Anuroregontir the ScumsearPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 8 nature Changes stats: +8 Mag Changes resistances: +3% mind / +21% nature Changes damage: +3% lightning / +9% mind Physical save: +20 (+4 eff.) Spell save: +19 (+5 eff.) Mental save: +34 (+11 eff.) Spellpower: +15 (+5 eff.) Light radius: +7 See stealth: +21 See invisible: +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Jetglory the dwarven lanternInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 31% Damage when hit (Melee): 4 darkness Changes resistances: +21% lightning Changes resistances penetration: +25% acid Changes damage: +31% acid / +12% darkness Mental save: +15 (+5 eff.) Light radius: +8 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you&LASTANTIQUE_WHITE |
Rimepiety the alchemist&ORANGEPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +11% blight / +7% darkness Changes resistances penetration: +10% cold Critical mult.: +15.00% Psi when hit: +0.40 Maximum hate: +8.00 Maximum psi: +20.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Mindpower: +15 (+5 eff.) Light radius: +4 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.1 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 49 blight damage or heals 64 life. Creatures standing in the retch also have 10% 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. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Salilramina the BolttoothPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +6 Mag Changes resistances: +6% lightning Changes resistances penetration: +15% blight / +20% lightning Changes damage: +9% lightning Mental save: +8 (+2 eff.) Blindness immunity: +46% Confusion immunity: +15% Spellpower: +15 (+5 eff.) Light radius: +12 See stealth: +41 See invisible: +28 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o&LASTANTIQUE_WHITE |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(103 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern &039;Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +6% all Changes damage: +6% mind Spell save: +22 (+5 eff.) Maximum life: +74.00 Mental crit. chance: +3% Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern &039;Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +2 Mag / +9 Wil / +6 Con Changes resistances: +13% blight Changes resistances penetration: +14% all Critical mult.: +18.00% Spell save: +15 (+4 eff.) Life regen: +16.00 Mana each turn: +0.16 Maximum vim: +20.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
void-walker&039;s lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% blight / +8% temporal / +11% darkness / +8% cold Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +5 See invisible: +8 Defense after a teleport: +15 Resist all after a teleport: +14% New effects duration reduction after a teleport: +21% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.1 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 49 blight damage or heals 64 life. Creatures standing in the retch also have 10% 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. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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 20% 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. |
Fortune&Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj& |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon&0.00 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 WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
73 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 425.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Balumakhad the dwarven-steel torque of psionic shield [power 81] (15 cooldown) =stam=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +15 (+2 eff.) Changes stats: +4 Con Critical mult.: +20.00% Physical save: +6 (+1 eff.) Stamina each turn: +2.00 Only die when reaching: -60.00 life It can be used to setup a psionic shield, reducing all damage taken by 81 for 5 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Koromiyon the Darkbrand [power 435] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 21 * 21% chance to reduce damage dealt by 22% Damage when hit (Melee): 2 darkness Changes resistances: +3% blight / +3% darkness Changes resistances penetration: +15% blight It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 809 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Porithra [power 145] (15 cooldown) =pen=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +15 (+2 eff.) Changes resistances penetration: +5% arcane / +20% physical It can be used to setup a psionic shield, reducing all damage taken by 145 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Gain a 27% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Elenodir [power 482] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Dex / +5 Mag / +4 Wil / +2 Cun Infravision radius: +2 It can be used to sting an enemy dealing 583 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian&Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 54% 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 (+5 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 30 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused 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 (+2 eff.) 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 by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of summon tentacle &039; [power 385] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 6 mind Changes resistances penetration: +25% arcane Changes damage: +9% mind It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1109 Base Damage: 443 Armor: 50 All Resist: 24 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of summon tentacle &039; [power 365] (15 cooldown) =dpen=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 8 mind / 6 darkness Changes stats: +5 Cun Changes resistances penetration: +25% darkness Critical mult.: +10.00% Equilibrium when hit: +0.20 Maximum hate: +10.00 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1050 Base Damage: 431 Armor: 24 All Resist: 40 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 48% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 160 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 21 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Sunvice [power 218] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical power: +25 (+4 eff.) Damage when hit (Melee): 10 light Changes stats: +6 Str Changes resistances penetration: +20% physical Physical save: +18 (+3 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (250 total damage) Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of lightning storm &039; [power 440] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 4 darkness / 4 fire Changes resistances: +3% darkness / +6% fire Changes resistances penetration: +15% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 101 lightning damage and will be dazed for 1 turn (506 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 28% for 2 turns. * Reduce 2 talent cooldowns by 2. * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By beefjerky the Ghoul Bulwark level 36
40th Regrowth 123rd year of Ascendancy at 05:26 see stats
A different point of view (Insane (Roguelike) difficulty)
34th Dusk 123rd year of Ascendancy at 02:06 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By beefjerky the Ghoul Bulwark level 36
38th Regrowth 123rd year of Ascendancy at 14:54 see stats
Back and there again (Insane (Roguelike) difficulty)
23rd Dusk 123rd year of Ascendancy at 01:21 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By beefjerky the Ghoul Bulwark level 39
24th Pyre 123rd year of Ascendancy at 09:24 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By beefjerky the Ghoul Bulwark level 20
37th Dusk 122nd year of Ascendancy at 15:47 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By beefjerky the Ghoul Bulwark level 38
18th Pyre 123rd year of Ascendancy at 14:50 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By beefjerky the Ghoul Bulwark level 32
22nd Regrowth 123rd year of Ascendancy at 18:22 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By beefjerky the Ghoul Bulwark level 50
79th Haze 123rd year of Ascendancy at 21:03 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By beefjerky the Ghoul Bulwark level 22
49th Dusk 122nd year of Ascendancy at 06:59 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By beefjerky the Ghoul Bulwark level 29
71st Haze 122nd year of Ascendancy at 16:11 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By beefjerky the Ghoul Bulwark level 37
59th Regrowth 123rd year of Ascendancy at 20:38 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By beefjerky the Ghoul Bulwark level 50
5th Haze 123rd year of Ascendancy at 23:43 see stats
Home sweet home (Insane (Roguelike) difficulty)
4th Allure 123rd year of Ascendancy at 19:11 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By beefjerky the Ghoul Bulwark level 50
76th Dusk 123rd year of Ascendancy at 22:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By beefjerky the Ghoul Bulwark level 10
1st Summertide 122nd year of Ascendancy at 22:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By beefjerky the Ghoul Bulwark level 20
36th Dusk 122nd year of Ascendancy at 06:34 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By beefjerky the Ghoul Bulwark level 30
4th Allure 123rd year of Ascendancy at 10:04 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By beefjerky the Ghoul Bulwark level 40
25th Pyre 123rd year of Ascendancy at 18:58 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By beefjerky the Ghoul Bulwark level 50
32nd Dusk 123rd year of Ascendancy at 18:31 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By beefjerky the Ghoul Bulwark level 50
79th Dusk 123rd year of Ascendancy at 02:58 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By beefjerky the Ghoul Bulwark level 28
22nd Haze 122nd year of Ascendancy at 22:55 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By beefjerky the Ghoul Bulwark level 50
43rd Dusk 123rd year of Ascendancy at 21:03 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By beefjerky the Ghoul Bulwark level 29
4th Allure 123rd year of Ascendancy at 07:44 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By beefjerky the Ghoul Bulwark level 19
29th Dusk 122nd year of Ascendancy at 02:48 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By beefjerky the Ghoul Bulwark level 39
18th Pyre 123rd year of Ascendancy at 19:47 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By beefjerky the Ghoul Bulwark level 50
79th Haze 123rd year of Ascendancy at 21:01 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By beefjerky the Ghoul Bulwark level 28
5th Haze 122nd year of Ascendancy at 08:08 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By beefjerky the Ghoul Bulwark level 6
7th Mirth 122nd year of Ascendancy at 02:08 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By beefjerky the Ghoul Bulwark level 50
78th Dusk 123rd year of Ascendancy at 21:17 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By beefjerky the Ghoul Bulwark level 50
79th Haze 123rd year of Ascendancy at 21:03 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By beefjerky the Ghoul Bulwark level 50
42nd Dusk 123rd year of Ascendancy at 10:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By beefjerky the Ghoul Bulwark level 5
5th Mirth 122nd year of Ascendancy at 19:45 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By beefjerky the Ghoul Bulwark level 22
48th Dusk 122nd year of Ascendancy at 22:28 see stats
There and back again (Insane (Roguelike) difficulty)
57th Pyre 123rd year of Ascendancy at 04:24 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By beefjerky the Ghoul Bulwark level 23
56th Dusk 122nd year of Ascendancy at 13:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By beefjerky the Ghoul Bulwark level 15
9th Dusk 122nd year of Ascendancy at 07:16 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By beefjerky the Ghoul Bulwark level 35
37th Regrowth 123rd year of Ascendancy at 01:19 see stats
Log
Weakness Disease from Argoniel hits beefjerky for 57 blight damage.
Wretchling&fbd578LASTGREENLASTLAST039;s acid area effect hits High Sun Paladin Aeryn for (30 absorbed), 0 acid (0 total damage).
Wretchling&fbd578LASTGREENLASTLAST039;s acid area effect hits High Sun Paladin Aeryn for (19 absorbed), 0 acid (0 total damage).
Wretch titan&fbd578LASTGREENLASTLAST039;s acid area effect hits High Sun Paladin Aeryn for (21 absorbed), 0 acid (0 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.
Beefjerky uses Battle Shout.
Beefjerky slows down.
High Sun Paladin Aeryn activates Retribution.
High Sun Paladin Aeryn is no longer attracting creatures.
Acid Splash from Wretch titan hits High Sun Paladin Aeryn for (6 absorbed), (6 absorbed), 0 acid (0 total damage).
Beefjerky is free from the weakness disease.
Acid Splash from Argoniel hits beefjerky for 31 acid damage.
Wretchling&fbd578LASTGREENLASTLAST039;s acid area effect hits High Sun Paladin Aeryn for (15 absorbed), (15 absorbed), 0 acid (0 total damage).
Wretchling&fbd578LASTGREENLASTLAST039;s acid area effect hits High Sun Paladin Aeryn for (9 absorbed), (9 absorbed), 0 acid (0 total damage).
Wretch titan&fbd578LASTGREENLASTLAST039;s acid area effect hits High Sun Paladin Aeryn for (11 absorbed), (11 absorbed), 0 acid (0 total damage).
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