Og-v13 the level 47 Cornac Berserker by urmane |
'Og-v13 the level 47 Cornac Berserker' by user urmane
| Character | |
|---|---|
| Game | Tales of Maj'Eyal: Age of Ascendancy 3.9.37 - Bug-fixes for ToME beta 37 3.9.37 |
| Name | Og-v13 |
| Sex | Male |
| Type | Cornac Berserker |
| Campaign | Maj'Eyal |
| Difficulty | Normal |
| Permadeath | Adventure |
| Level | 47 |
| Exp | 100% |
| Gold | 6909 |
| Died |
|
| Primary Stats | |
|---|---|
| Strength | 99 |
| Dexterity | 46 |
| Magic | 20 |
| Willpower | 55 |
| Cunning | 23 |
| Constitution | 85 |
| Resources | |
|---|---|
| Life | -131/1688 |
| Stamina | 218/340 |
| Equilibrium | 40 |
| Inscriptions (4/4) | |
|---|---|
| Infusion |
Effective talent level: 1.0
Wild
Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 23% for 6 turns. Its effects scale with your Dexterity stat. |
| Infusion |
Effective talent level: 1.0
Regeneration
Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 524 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusion |
Effective talent level: 1.0
Movement
Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 875% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusion |
Effective talent level: 1.0
Wild
Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 17% for 6 turns. |
| Offense | |
|---|---|
| Accuracy (main Hand) | 62 |
| Damage (main Hand) | 230 |
| APR (main Hand) | 7 |
| Crit (main Hand) | 42% |
| Speed (main Hand) | 1.11 |
| Spellpower | 23 |
| Spell Crit | 4 |
| Spell Speed | 1 |
| Physical Damage | 33% |
| Blight Damage | 12% |
| Light Damage | 11% |
| Darkness Damage | 10% |
| Defense | |
|---|---|
| Fatigue | 22 |
| Armour | 56 |
| Armour Hardiness | 95 |
| Defense | 30 |
| Ranged Defense | 30 |
| Physical Save | 72 |
| Spell Save | 59 |
| Mental Save | 58 |
| All Resists(cap) | 15%( 70%) |
| Arcane Resist(cap) | 24%( 70%) |
| Fire Resist(cap) | 44%( 70%) |
| Cold Resist(cap) | 19%( 70%) |
| Lightning Resist(cap) | 29%( 70%) |
| Acid Resist(cap) | 42%( 70%) |
| Blight Resist(cap) | 46%( 70%) |
| Darkness Resist(cap) | 36%( 70%) |
| Poison Resistance | 16% |
| Bleed Resistance | 20% |
| Confusion Resistance | 78% |
| Blind Resistance | 73% |
| Pinning Resistance | 100% |
| Stun Resistance | 100% |
| Knockback Resistance | 30% |
| Talents | |
|---|---|
| Technique / Two-handed Weapons | (mastery 1.40) |
|
Effective talent level: 4.2
3/5
Use mode: Activated Stamina cost: 36.6 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Description: Spin around, extending your weapon and damaging all targets around you for 204% weapon damage. |
|
Effective talent level: 7.0
5/5
Use mode: Sustained Stamina cost: 40 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Enters an aggressive battle stance, increasing accuracy by 28 and damage by 54 at the cost of -10 defense and -10 armor. While berserking you are nearly unstoppable, granting 70% stun and pinning resistance. Accuracy increase with your Dexterity stat and damage with your Strength stat |
|
Effective talent level: 5.6
4/5
Use mode: Activated Stamina cost: 36.6 Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Description: Shout your warcry in a frontal cone of radius 7. Any targets caught inside will be confused for 7 turns. |
|
Effective talent level: 1.4
1/5
Use mode: Activated Stamina cost: 36.6 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Tries to perform a killing blow doing 106% weapon damage, granting an automatic critical hit. If the target ends up with low enough life(<20%) it might be instantly killed. At level 4 it drains all remaining stamina and uses it to increase the blow damage by 50% of it. Chance to instant kill will increase with your Strength stat. |
| Technique / Two-handed Maiming | (mastery 1.40) |
|
Effective talent level: 7.0
5/5
Use mode: Activated Stamina cost: 9.76 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: 1 turn Description: Hits the target with your weapon doing 159% damage. If the attack hits, the target is stunned for 9 turns. Stun chance increase with your Strength stat. |
|
Effective talent level: 1.4
1/5
Use mode: Activated Stamina cost: 14.64 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: 1 turn Description: Hits the target with your weapon doing 126% damage. If the attack hits, the target's armour is reduced by 7 for 5 turns. Armor reduction chance increase with your Strength stat. |
|
Effective talent level: 0.0
0/5
Use mode: Activated Stamina cost: 14.64 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: 1 turn Description: Hits the target with your weapon doing 100% damage. If the attack hits, the target's attack power is reduced by 0 for 4 turns. Attack power reduction chance increase with your Strength stat. |
|
Effective talent level: 0.0
0/5
Use mode: Sustained Stamina cost: 100 Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Description: Enter a blood frenzy, draining stamina quickly(-4 stamina/turn). Each time you kill a foe while in blood frenzy you gain a cumulative bonus to physical power of 0. Each turn the bonus decreases by 2. |
| Technique / Superiority | (mastery 1.30) |
|
Effective talent level: 1.3
1/5
Use mode: Activated Stamina cost: 73.2 Range: melee/personal Cooldown: 40 Travel Speed: instantaneous Usage Speed: 1 turn Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 5% for 20 turns. |
|
Effective talent level: 1.3
1/5
Use mode: Sustained Stamina cost: 80 Range: melee/personal Cooldown: 60 Travel Speed: instantaneous Usage Speed: 1 turn Description: Take an offensive stance. As you walk through your foes, you knock them all back in an frontal arc (up to 1 grids). This consumes stamina rapidly(-15 stamina/turn). |
|
Effective talent level: 1.3
1/5
Use mode: Activated Stamina cost: 36.6 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Description: Call all foes in a radius of 3 around you into battle, getting them into melee range in an instant. |
|
Effective talent level: 3.9
3/5
Use mode: Sustained Stamina cost: 40 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Put all your strength into your weapon blows, creating shattering impacts that deal 55% weapon damage to all nearby foes. Each blow will drain 15 stamina. |
| Technique / Bloodthirst | (mastery 1.30) |
|
Effective talent level: 6.5
5/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Delight in spilling the blood of your foes. After scoring a critical hit your life and stamina regeneration is increased by 260% and your maximum life is increased by 13%. |
|
Effective talent level: 6.5
5/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 25% of the target's total life puts them in a mortal terror, dazing them for 5 turns. Your critical strike chance also increase by 14%. Daze chance increase with your Strength stat. |
|
Effective talent level: 1.3
1/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Each time one of your foes bites the dust you feel a surge of power, increasing your strength by 2 up to a maximum of 7. |
|
Effective talent level: 6.5
5/5
Use mode: Activated Stamina cost: 146.4 Range: melee/personal Cooldown: 45 Travel Speed: instantaneous Usage Speed: 1 turn Description: You enter a battle frenzy for 7 turns. During the time you can not use items, healing has no effect and your health can not drop below 1. At the end of the frenzy you regain 22% of your health per foes slain during the frenzy. |
| Technique / Combat Techniques | (mastery 1.30) |
|
Effective talent level: 6.5
5/5
Use mode: Sustained Stamina cost: 30 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: You focus your strikes, reducing your attack speed by 10% and increasing your accuracy by 24 and critical chance by 16%. The effects will increase with your Dexterity stat. |
|
Effective talent level: 1.3
1/5
Use mode: Activated Stamina cost: 26.84 Range: 6.00 Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage. If the attack hits the target is dazed for 3 turns. You must rush from at least 2 tiles away. |
|
Effective talent level: 1.3
1/5
Use mode: Activated Stamina cost: 12.2 Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Description: You have learned to focus your blows to hit your target, granting +100 accuracy for 2 turns. |
|
Effective talent level: 0.0
0/5
Use mode: Activated Stamina cost: 30.5 Range: melee/personal Cooldown: 55 Travel Speed: instantaneous Usage Speed: instant Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 0% for 5 turns. |
| Technique / Combat Veteran | (mastery 1.30) |
|
Effective talent level: 3.9
3/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Your combat focus allows you to regenerate stamina faster (+1.50 stamina/turn). |
|
Effective talent level: 3.9
3/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Your combat focus allows you to regenerate life faster (+3.00 life/turn). |
|
Effective talent level: 5.2
4/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Rigorous training allows you to be more resistant to some spell effects. (+24 spell save). |
|
Effective talent level: 5.2
4/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: You revel in the death of your foes, regaining 10 stamina with each death. |
| Technique / Combat Training | (mastery 1.30) |
|
Effective talent level: 6.5
5/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Your skin becomes more resilient to damage. Increases resistance to all damage by 15% |
|
Effective talent level: 13.0
10/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Teaches the usage of armours. Increases armour value by 18 and reduces chance to be critically hit by 25% when wearing a heavy mail armour or a massive plate armour. It also increases armour hardiness by 65%. At level 1 it allows you to wear gauntlets, helms and heavy boots. At level 2 it allows you to wear heavy mail armour. At level 3 it allows you to wear shields. At level 4 it allows you to wear massive plate armour. |
|
Effective talent level: 5.2
4/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases accuracy of unarmed, melee and ranged weapons by 26. |
|
Effective talent level: 13.0
10/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases Physical Power by 65. Also increases damage done with swords, axes, maces by 57% |
|
Effective talent level: 0.0
0/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases Physical Power by 0. Also increases damage done with knives by 0% |
| Cunning / Survival | (mastery 1.00) |
|
Effective talent level: 1.0
1/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Your attention to detail allows you to detect traps around you (6 detection 'power'). |
|
Effective talent level: 1.0
1/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: You notice the small things others do not notice, allowing you to "see" creatures in a 5 radius even outside of light radius. This is not telepathy though, and is still limited to line of sight. |
|
Effective talent level: 1.0
1/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: You have learnt to disarm traps (6 disarm power). |
|
Effective talent level: 0.0
0/5
Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Your quick wit allows you to see attacks before they come, granting you a 17% chance to completely evade them for 10 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. |
| Wild-gift / Harmony | (mastery 1.00) |
|
Effective talent level: 3.0
3/5
Use mode: Activated Equilibrium cost: 10 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 8 turns all poisons and diseases will heal you instead of damaging you. When activated it also heals you for 22 life per diseases or poisons on you. The healing will increase with your Willpower stat. |
|
Effective talent level: 5.0
5/5
Use mode: Sustained Equilibrium cost: 20 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Befriend the natural elements that constitute nature. Each time you are hit by one of the elements you gain a special effect for 10 turns. This can only happen every 10 turns. Fire: +41% global speed Cold: +13 armour Lightning: +5 to all stats Acid: +15.00 life regen Nature: +12% to all resists |
|
Effective talent level: 4.0
4/5
Use mode: Activated Equilibrium cost: 15 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Commune with nature, removing the infusion saturation effect and reducing the cooldown of 4 infusions by 3 turns. |
|
Effective talent level: 1.0
1/5
Use mode: Activated Equilibrium cost: 24 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Description: A wave a natural energies flow around you in a radius of 2, all creatures hit will suffer healing nexus for 4 turns. While under the effect all healing done to the creature will instead heal you for 50% of the heal value (and no healing at all goes to the target). Each heal leeched will also restore 6 equilibrium |
| Current Effects | |
|---|---|
| Talent | Elemental Harmony |
| Talent | Berserker |
| Talent | Precise Strikes |
| Talent | Shattering Impact |
| Quests |
|---|
| Achievements | |
|---|---|
| A Dangerous Secret |
Found the mysterious staff and told Last Hope about it.
26th Pyre 123rd year of Ascendancy at 07:53
By Og-v13 the Cornac Berserker level 34 |
| Arachnophobia |
Destroyed the spydric menace.
9th Mirth 123rd year of Ascendancy at 17:55
By Og-v13 the Cornac Berserker level 38 |
| Are You Out Of Your Mind?! |
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
1st Haze 123rd year of Ascendancy at 04:55
By Og-v13 the Cornac Berserker level 39 |
| Brave New World |
Went to the Far East and took part in the war.
3rd Mirth 123rd year of Ascendancy at 18:59
By Og-v13 the Cornac Berserker level 36 |
| Clone War |
Destroyed your own Shade.
15th Dusk 123rd year of Ascendancy at 09:51
By Og-v13 the Cornac Berserker level 38 |
| Curse Lifter |
Killed Ben Cruthdar the Cursed.
49th Haze 122nd year of Ascendancy at 22:10
By Og-v13 the Cornac Berserker level 20 |
| Destroyer's Bane |
Killed Golbug the Destroyer.
79th Pyre 123rd year of Ascendancy at 04:00
By Og-v13 the Cornac Berserker level 35 |
| Earth Master |
Killed Harkor'Zun and unlocked Stone magic
6th Regrowth 123rd year of Ascendancy at 18:42
By Og-v13 the Cornac Berserker level 22 |
| Exterminator |
Killed 1000 creatures
9th Haze 122nd year of Ascendancy at 12:20
By Og-v13 the Cornac Berserker level 18 |
| Eye Of The Storm |
Freed Derth from the onslaught of the mad Tempest, Urkis.
5th Regrowth 123rd year of Ascendancy at 20:23
By Og-v13 the Cornac Berserker level 21 |
| Genocide |
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.
29th Haze 123rd year of Ascendancy at 03:54
By Og-v13 the Cornac Berserker level 40 |
| Home Sweet Home |
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
32nd Regrowth 123rd year of Ascendancy at 02:27
By Og-v13 the Cornac Berserker level 26 |
| Level 10 |
Got a character to level 10.
50th Dusk 122nd year of Ascendancy at 07:21
By Og-v13 the Cornac Berserker level 10 |
| Level 20 |
Got a character to level 20.
33rd Haze 122nd year of Ascendancy at 10:13
By Og-v13 the Cornac Berserker level 20 |
| Level 30 |
Got a character to level 30.
71st Regrowth 123rd year of Ascendancy at 03:45
By Og-v13 the Cornac Berserker level 30 |
| Level 40 |
Got a character to level 40.
25th Haze 123rd year of Ascendancy at 18:50
By Og-v13 the Cornac Berserker level 40 |
| Race Through Fire |
Raced through the fires of the Charred Scar to stop the Sorcerers.
8th Decay 123rd year of Ascendancy at 09:34
By Og-v13 the Cornac Berserker level 44 |
| Size Is Everything |
Do over 1500 damage in one attack
79th Dusk 123rd year of Ascendancy at 20:47
By Og-v13 the Cornac Berserker level 39 |
| Size Matters |
Do over 600 damage in one attack
31st Regrowth 123rd year of Ascendancy at 15:12
By Og-v13 the Cornac Berserker level 26 |
| Sliders |
Activated a portal using the Orb of Many Ways.
79th Pyre 123rd year of Ascendancy at 05:55
By Og-v13 the Cornac Berserker level 36 |
| That Was Close |
Kill your target while having only 1 life left.
79th Dusk 123rd year of Ascendancy at 20:04
By Og-v13 the Cornac Berserker level 39 |
| The Right Thing To Do |
You did the righteous thing in the ring of blood and disposed of the Blood Master.
72nd Haze 122nd year of Ascendancy at 08:45
By Og-v13 the Cornac Berserker level 21 |
| The Secret City |
Discovered the truth about mages.
46th Dusk 122nd year of Ascendancy at 15:07
By Og-v13 the Cornac Berserker level 9 |
| There And Back Again |
Opened a portal to Maj'Eyal from the Far East.
4th Regrowth 124th year of Ascendancy at 05:51
By Og-v13 the Cornac Berserker level 45 |
| Treasure Hoarder |
Amass 3000 gold pieces.
59th Pyre 123rd year of Ascendancy at 21:43
By Og-v13 the Cornac Berserker level 34 |
| Treasure Hunter |
Amass 1000 gold pieces.
16th Regrowth 123rd year of Ascendancy at 21:08
By Og-v13 the Cornac Berserker level 23 |
| Vampire Crusher |
Destroyed the Master in its lair of the Dreadfell.
24th Pyre 123rd year of Ascendancy at 13:42
By Og-v13 the Cornac Berserker level 33 |
| Equipment | |
|---|---|
| In Main Hand |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)
The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage when this weapon hits: +30 fire When wielded/worn: Changes damage: +15% physical |
| On Fingers |
Glory of the Pride
Glory of the Pride
The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 |
| On Fingers |
Zodar the steel ring
Zodar the steel ring
Rings can have magical properties. Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Accuracy: +5 Physical crit. chance: +5.0% Physical power: +9 Changes stats: +6 Str / +5 Dex / +7 Con Changes resistances: +12% blight Changes damage: +12% blight Critical mult.: +9.00% |
| Around Neck |
Garkul's Teeth
Garkul's Teeth
Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet It is part of a set of items. The set is complete. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% Only die when reaching: -100.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.6 Use mode: Activated Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: A powerful shout, doing 349.50 physical damage in a radius 7 cone in front of you. The damage increases with Strength. |
| Light Source |
faithful dwarven lantern of the sun
faithful dwarven lantern of the sun
Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Infused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes damage: +10% darkness / +11% light Spell save: +15 Blindness immunity: +50% Spellpower: +6 Light radius: +5 |
| Main Armor |
Plate Armor of the King (15 def, 20 armour)
Plate Armor of the King (15 def, 20 armour)
Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. Requires: - Strength 48 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 |
| Cloak |
wyrmwaxed elven-silk cloak of the guardian (11 def, 6 armour)
wyrmwaxed elven-silk cloak of the guardian (11 def, 6 armour)
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Crafted by a master 2.00 Encumbrance. Type: armor / cloak When wielded/worn: Armour: +6 Defense: +11 Changes resistances: +9% fire / +5% cold / +7% lightning / +7% acid Physical save: +9 Spell save: +10 Mental save: +10 |
| On Head |
Steel Helm of Garkul (0 def, 6 armour)
Steel Helm of Garkul (0 def, 6 armour)
A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head It is part of a set of items. The set is complete. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Damage when the wearer hits(melee): 5 % chance to summon an orc spirit Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 |
| Around Waist |
grounding hardened leather belt of shielding
grounding hardened leather belt of shielding
A belt that goes around your waist. Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt When wielded/worn: Defense: +7 Changes resistances: +10% lightning Stun/Freeze immunity: +16% It can be used to create a temporary shield that absorbs damage, costing 100 power out of 16/120. |
| On Hands |
alchemist's drakeskin leather gloves of strength (+4) (0 def, 3 armour)
alchemist's drakeskin leather gloves of strength (+4) (0 def, 3 armour)
Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Mag / +4 Wil Blindness immunity: +23% Confusion immunity: +18% |
| On Feet |
restorative pair of hardened leather boots of rushing (0 def, 3 armour)
restorative pair of hardened leather boots of rushing (0 def, 3 armour)
A pair of boots made of leather. Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Con Poison immunity: +16% Cut immunity: +20% Life regen: +0.90 Healing mod.: +10% It can be used to activate talent Rush (costing 80 power out of 4/80) : Effective talent level: 2.6 Use mode: Activated Power cost: 80 out of 4/80. Range: 7.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage. If the attack hits the target is dazed for 3 turns. You must rush from at least 2 tiles away. |
| Tool |
Pick of Dwarven Emperors (dig speed 12 turns)
Pick of Dwarven Emperors (dig speed 12 turns)
This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. Crafted by a master 3.00 Encumbrance. Type: tool / digger When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. |
| Inventory |
|---|
|
duelist's wild infusion (resist 15%; cure physical)
duelist's wild infusion (resist 15%; cure physical)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 15% for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. |
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healing infusion (heal 363)
healing infusion (heal 363)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 363 life. It can be used to inscribe your skin with the infusion.. |
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movement infusion (603% speed; 8 turns)
movement infusion (603% speed; 8 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 603% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. |
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movement infusion (695% speed; 6 turns)
movement infusion (695% speed; 6 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 695% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. |
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movement infusion (500% speed; 5 turns)
movement infusion (500% speed; 5 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 20 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 500% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. |
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movement infusion (889% speed; 7 turns)
movement infusion (889% speed; 7 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 19 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 889% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. |
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movement infusion (856% speed; 7 turns)
movement infusion (856% speed; 7 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 856% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. |
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movement infusion (599% speed; 5 turns)
movement infusion (599% speed; 5 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 21 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 599% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. |
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movement infusion (685% speed; 5 turns)
movement infusion (685% speed; 5 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 21 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 685% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. |
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movement infusion (659% speed; 8 turns)
movement infusion (659% speed; 8 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 22 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 659% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. |
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regeneration infusion (heal 346 over 5 turns)
regeneration infusion (heal 346 over 5 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 346 life over 5 turns. It can be used to inscribe your skin with the infusion.. |
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regeneration infusion (heal 323 over 5 turns)
regeneration infusion (heal 323 over 5 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 323 life over 5 turns. It can be used to inscribe your skin with the infusion.. |
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sneak's movement infusion (726% speed; 5 turns)
sneak's movement infusion (726% speed; 5 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 726% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. |
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sneak's regeneration infusion (heal 301 over 5 turns)
sneak's regeneration infusion (heal 301 over 5 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. |
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sneak's wild infusion (resist 25%; cure magical)
sneak's wild infusion (resist 25%; cure magical)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 25% for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. |
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sneak's wild infusion (resist 19%; cure magical)
sneak's wild infusion (resist 19%; cure magical)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 19% for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. |
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sneak's wild infusion (resist 12%; cure magical)
sneak's wild infusion (resist 12%; cure magical)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 12% for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. |
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This item will automatically be transmogrified when you leave the level.
sun infusion (rad 8; power 21; turns 4)
sun infusion (rad 8; power 21; turns 4) Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 8, reveals any stealthy creatures. It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion.. |
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titan's heroism infusion (+18 for 9 turns)
titan's heroism infusion (+18 for 9 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 31 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. It will always increase your three highest stats. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. |
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titan's movement infusion (755% speed; 6 turns)
titan's movement infusion (755% speed; 6 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 22 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 755% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. |
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titan's movement infusion (880% speed; 5 turns)
titan's movement infusion (880% speed; 5 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 22 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 880% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. |
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titan's regeneration infusion (heal 349 over 5 turns)
titan's regeneration infusion (heal 349 over 5 turns)
Natural infusions may be grafted onto your body, granting you an on-demand ability. 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. |
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titan's wild infusion (resist 24%; cure mental)
titan's wild infusion (resist 24%; cure mental)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 24% for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. |
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titan's wild infusion (resist 20%; cure physical)
titan's wild infusion (resist 20%; cure physical)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 20% for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. |
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wild infusion (resist 24%; cure mental)
wild infusion (resist 24%; cure mental)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 24% for 6 turns. It can be used to inscribe your skin with the infusion.. |
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wild infusion (resist 13%; cure magical)
wild infusion (resist 13%; cure magical)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 13% for 6 turns. It can be used to inscribe your skin with the infusion.. |
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wild infusion (resist 20%; cure physical)
wild infusion (resist 20%; cure physical)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 20% for 6 turns. It can be used to inscribe your skin with the infusion.. |
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wild infusion (resist 30%; cure mental)
wild infusion (resist 30%; cure mental)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 30% for 8 turns. It can be used to inscribe your skin with the infusion.. |
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wild infusion (resist 11%; cure magical)
wild infusion (resist 11%; cure magical)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 11% for 7 turns. It can be used to inscribe your skin with the infusion.. |
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wild infusion (resist 17%; cure mental)
wild infusion (resist 17%; cure mental)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 17% for 4 turns. It can be used to inscribe your skin with the infusion.. |
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wizard's wild infusion (resist 13%; cure magical)
wizard's wild infusion (resist 13%; cure magical)
Natural infusions may be grafted onto your body, granting you an on-demand ability. Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 13% for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. |
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acid wave rune (161 acid damage)
acid wave rune (161 acid damage)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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 Description: Activate the rune to fire a self-centered acid wave of radius 4, doing 161.00 acid damage. It can be used to inscribe your skin with the rune.. |
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controlled phase door rune (range 8)
controlled phase door rune (range 8)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. |
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controlled phase door rune (range 8)
controlled phase door rune (range 8)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. |
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controlled phase door rune (range 7)
controlled phase door rune (range 7)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to teleport in a range of 7. It can be used to inscribe your skin with the rune.. |
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controlled phase door rune (range 8)
controlled phase door rune (range 8)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 1 turn Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. |
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controlled phase door rune (range 10)
controlled phase door rune (range 10)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune.. |
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duelist's lightning rune (262 lightning damage)
duelist's lightning rune (262 lightning damage)
Magical runes may be inscribed onto your body, granting you an on-demand ability. Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to fire a beam of lightning, doing 87.27 to 261.80 lightning damage. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. |
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duelist's vision rune (radius 9)
duelist's vision rune (radius 9)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 28 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible (power 23) for 19 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. |
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frozen spear rune (162 cold damage)
frozen spear rune (162 cold damage)
Magical runes may be inscribed onto your body, granting you an on-demand ability. Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to fire a bolt of ice doing 162.00 cold damage with a chance to freeze the target. It can be used to inscribe your skin with the rune.. |
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invisibility rune (power 9 for 5 turns)
invisibility rune (power 9 for 5 turns)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 1 turn Description: Activate the rune to become invisible (power 9) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you can not heal or regen life while invisible. It can be used to inscribe your skin with the rune.. |
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lightning rune (179 lightning damage)
lightning rune (179 lightning damage)
Magical runes may be inscribed onto your body, granting you an on-demand ability. Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to fire a beam of lightning, doing 59.67 to 179.00 lightning damage. It can be used to inscribe your skin with the rune.. |
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lightning rune (237 lightning damage)
lightning rune (237 lightning damage)
Magical runes may be inscribed onto your body, granting you an on-demand ability. Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to fire a beam of lightning, doing 79.00 to 237.00 lightning damage. It can be used to inscribe your skin with the rune.. |
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phase door rune (range 8)
phase door rune (range 8)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to teleport randomly in a range of 8. It can be used to inscribe your skin with the rune.. |
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phase door rune (range 10)
phase door rune (range 10)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to teleport randomly in a range of 10. It can be used to inscribe your skin with the rune.. |
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phase door rune (range 10)
phase door rune (range 10)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to teleport randomly in a range of 10. It can be used to inscribe your skin with the rune.. |
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psychic's frozen spear rune (291 cold damage)
psychic's frozen spear rune (291 cold damage)
Magical runes may be inscribed onto your body, granting you an on-demand ability. Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to fire a bolt of ice doing 291.00 cold damage with a chance to freeze the target. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. |
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psychic's heat beam rune (239 fire damage)
psychic's heat beam rune (239 fire damage)
Magical runes may be inscribed onto your body, granting you an on-demand ability. Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to fire a beam of heat doing 239.00 fire damage over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. |
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shielding rune (absorb 229 for 4 turns)
shielding rune (absorb 229 for 4 turns)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 24 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to create a protective shield absorbing at most 229 damage for 4 turns. It can be used to inscribe your skin with the rune.. |
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shielding rune (absorb 215 for 3 turns)
shielding rune (absorb 215 for 3 turns)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 23 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to create a protective shield absorbing at most 215 damage for 3 turns. It can be used to inscribe your skin with the rune.. |
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shielding rune (absorb 227 for 3 turns)
shielding rune (absorb 227 for 3 turns)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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 Description: Activate the rune to create a protective shield absorbing at most 227 damage for 3 turns. It can be used to inscribe your skin with the rune.. |
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shielding rune (absorb 267 for 6 turns)
shielding rune (absorb 267 for 6 turns)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 22 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to create a protective shield absorbing at most 267 damage for 6 turns. It can be used to inscribe your skin with the rune.. |
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sneak's phase door rune (range 7)
sneak's phase door rune (range 7)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to teleport randomly in a range of 7. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. |
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teleportation rune (range 43)
teleportation rune (range 43)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 1 turn Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. It can be used to inscribe your skin with the rune.. |
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teleportation rune (range 62)
teleportation rune (range 62)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 1 turn Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. It can be used to inscribe your skin with the rune.. |
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teleportation rune (range 57)
teleportation rune (range 57)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. It can be used to inscribe your skin with the rune.. |
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teleportation rune (range 89)
teleportation rune (range 89)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 1 turn Description: Activate the rune to teleport randomly in a range of 89 with a minimum range of 15. It can be used to inscribe your skin with the rune.. |
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teleportation rune (range 62)
teleportation rune (range 62)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 1 turn Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. It can be used to inscribe your skin with the rune.. |
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titan's invisibility rune (power 19 for 8 turns)
titan's invisibility rune (power 19 for 8 turns)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 24 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to become invisible (power 19) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you can not heal or regen life while invisible. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. |
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titan's teleportation rune (range 105)
titan's teleportation rune (range 105)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 1 turn Description: Activate the rune to teleport randomly in a range of 105 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. |
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vision rune (radius 10)
vision rune (radius 10)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 28 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible (power 12) for 13 turns. It can be used to inscribe your skin with the rune.. |
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warrior's acid wave rune (296 acid damage)
warrior's acid wave rune (296 acid damage)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 19 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 296.20 acid damage. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. |
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wizard's invisibility rune (power 11 for 6 turns)
wizard's invisibility rune (power 11 for 6 turns)
Magical runes may be inscribed onto your body, granting you an on-demand ability. 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to become invisible (power 11) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you can not heal or regen life while invisible. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. |
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wizard's lightning rune (310 lightning damage)
wizard's lightning rune (310 lightning damage)
Magical runes may be inscribed onto your body, granting you an on-demand ability. Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Description: Activate the rune to fire a beam of lightning, doing 103.33 to 310.00 lightning damage. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. |
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Sealed Scroll of Last Hope
Sealed Scroll of Last Hope
Magical scrolls can have wildly different effects! Most of them function better with a high Magic score 0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. |
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Choker of Dread
Choker of Dread
The evilness of undeath radiates from this amulet. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. |
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Fiery Choker
Fiery Choker
A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). |
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Spellblaze Echos
Spellblaze Echos
This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Armour: +6 Defense: +6 It can be used to unleash a destructive wail, costing 300 power out of 300/300. |
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Unflinching Eye
Unflinching Eye
Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet 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: +5 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Use mode: Activated Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye can not 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 can not 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 its vision can see through invisibility, stealth and all other sight affecting effects. |
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Zemekkys' Broken Hourglass
Zemekkys' Broken Hourglass
This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal It can be used to activate talent Wormhole (costing 60 power out of 60/60) : Effective talent level: 2.0 Use mode: Activated Power cost: 60 out of 60/60. Range: 11.00 Travel Speed: instantaneous Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 6 turns. At level 4 you may choose the exit location target area (radius 5). The duration will scale with your Paradox. This spell takes no time to cast. |
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anchoring copper amulet
anchoring copper amulet
Amulets can have magical properties. Infused by nature 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Changes resistances: +6% temporal Teleport immunity: +11% |
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anchoring gold amulet of willpower (+4)
anchoring gold amulet of willpower (+4)
Amulets can have magical properties. Infused by nature 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Changes stats: +4 Wil Changes resistances: +7% temporal Teleport immunity: +10% |
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anchoring steel amulet of willpower (+3)
anchoring steel amulet of willpower (+3)
Amulets can have magical properties. Infused by nature 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Changes stats: +3 Wil Changes resistances: +7% temporal Teleport immunity: +14% |
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copper amulet
copper amulet
Amulets can have magical properties. 0.10 Encumbrance. Type: jewelry / amulet |
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gold amulet
gold amulet
Amulets can have magical properties. 0.10 Encumbrance. Type: jewelry / amulet |
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gold amulet
gold amulet
Amulets can have magical properties. 0.10 Encumbrance. Type: jewelry / amulet |
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gold amulet
gold amulet
Amulets can have magical properties. 0.10 Encumbrance. Type: jewelry / amulet |
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restful gold amulet of vision
restful gold amulet of vision
Amulets can have magical properties. Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Fatigue: -6% Blindness immunity: +10% Infravision radius: +2 See invisible: +7 |
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restful steel amulet of the chosen
restful steel amulet of the chosen
Amulets can have magical properties. Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Fatigue: -5% Damage when the wearer hits(melee): 6 light Damage when the wearer is hit: 7 light Changes resistances: +6% light |
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savior's gold amulet of vision
savior's gold amulet of vision
Amulets can have magical properties. Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Defense: +7 Physical save: +5 Spell save: +11 Mental save: +7 Blindness immunity: +16% Infravision radius: +2 See invisible: +7 |
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serendipitous gold amulet of healing
serendipitous gold amulet of healing
Amulets can have magical properties. Infused by nature 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Changes stats: +12 Lck Cut immunity: +60% Healing mod.: +13% It can be used to activate talent Heal (costing 80 power out of 80/80) : Effective talent level: 3.0 Use mode: Activated Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Call upon the forces of nature to heal your body for 191 life. The life healed will increase with your Spellpower. |
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serendipitous voratun amulet of teleportation
serendipitous voratun amulet of teleportation
Amulets can have magical properties. Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Changes stats: +12 Lck Teleport immunity: +50% It can be used to teleport you anywhere on the level, randomly, costing 65 power out of 120/120. |
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shielding gold amulet of willpower (+4)
shielding gold amulet of willpower (+4)
Amulets can have magical properties. Infused by nature 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Changes stats: +4 Wil Blindness immunity: +14% Confusion immunity: +15% |
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vitalizing gold amulet
vitalizing gold amulet
Amulets can have magical properties. Infused by nature 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight Physical save: +6 Life regen: +0.70 Maximum life: +45.00 Maximum stamina: +14.00 |
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voratun amulet
voratun amulet
Amulets can have magical properties. 0.10 Encumbrance. Type: jewelry / amulet |
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voratun amulet of healing
voratun amulet of healing
Amulets can have magical properties. Infused by nature 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Cut immunity: +70% Healing mod.: +17% It can be used to activate talent Heal (costing 80 power out of 80/80) : Effective talent level: 3.0 Use mode: Activated Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Call upon the forces of nature to heal your body for 191 life. The life healed will increase with your Spellpower. |
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wanderer's gold amulet of mastery (0.15 Spell / Stone)
wanderer's gold amulet of mastery (0.15 Spell / Stone)
Amulets can have magical properties. Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Armour: +4 Changes stats: +5 Cun / +5 Con Talent mastery: +0.15 Spell / Stone |
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wanderer's stralite amulet of teleportation
wanderer's stralite amulet of teleportation
Amulets can have magical properties. Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Armour: +5 Changes stats: +7 Cun / +5 Con Teleport immunity: +50% It can be used to teleport you anywhere on the level, randomly, costing 65 power out of 120/120. |
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Elemental Fury
Elemental Fury
This ring shines with many colors. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning / +12% acid |
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Vargh Redemption
Vargh Redemption
This azure ring seems to be always moist to the touch. Infused by nature 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. |
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brawler's steel ring
brawler's steel ring
Rings can have magical properties. Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Defense: +4 Changes stats: +4 Str |
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conjurer's stralite ring of focus
conjurer's stralite ring of focus
Rings can have magical properties. Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes resistances penetration: +9% physical Mana each turn: +0.22 It can be used to activate talent Greater Weapon Focus (costing 80 power out of 80/80) : Effective talent level: 4.0 Use mode: Activated Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows, each strike has 30% chance to deal another similar blow for 9 turns. This works for all blows, even ones from other talents and shield bashes. The chance increases with your Dexterity. |
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duelist's gold ring of arcane power (+10%)
duelist's gold ring of arcane power (+10%)
Rings can have magical properties. Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Accuracy: +5 Changes stats: +5 Dex Changes damage: +10% arcane |
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duelist's stralite ring of massacre (+13%)
duelist's stralite ring of massacre (+13%)
Rings can have magical properties. Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Accuracy: +4 Changes stats: +4 Dex Changes damage: +13% physical |
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firelord's stralite ring of arcane power (+8%)
firelord's stralite ring of arcane power (+8%)
Rings can have magical properties. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Damage when the wearer hits(melee): 13 fire Changes resistances penetration: +9% fire Changes damage: +8% arcane / +8% fire |
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gladiator's gold ring of pilfering
gladiator's gold ring of pilfering
Rings can have magical properties. Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Armour penetration: +5 Physical power: +8 Defense: +4 Changes stats: +8 Str / +4 Con It can be used to activate talent Disengage (costing 40 power out of 80/80) : Effective talent level: 2.0 Use mode: Activated Power cost: 40 out of 80/80. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. |
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gold ring
gold ring
Rings can have magical properties. 0.10 Encumbrance. Type: jewelry / ring |
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gold ring of misery
gold ring of misery
Rings can have magical properties. Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +1 Cun Physical save: -7 Spell save: -6 Mental save: -7 It can be used to activate talent Bleeding Edge (costing 80 power out of 80/80) : Effective talent level: 4.0 Use mode: Activated Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits the target will bleed for 307% weapon damage over 7 turns and all healing will be reduced by 40%. |
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mule's steel ring of see invisible
mule's steel ring of see invisible
Rings can have magical properties. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Fatigue: -4% Maximum encumberance: +21 See invisible: +7 |
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onyx ring
onyx ring
Rings can have magical properties. 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con |
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otherworldly stralite ring
otherworldly stralite ring
Rings can have magical properties. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes resistances: +5% arcane Changes damage: +15% arcane Light radius: +1 |
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otherworldly voratun ring
otherworldly voratun ring
Rings can have magical properties. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes resistances: +10% arcane Changes damage: +22% arcane Light radius: +2 |
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otherworldly voratun ring of arcane power (+33%)
otherworldly voratun ring of arcane power (+33%)
Rings can have magical properties. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes resistances: +7% arcane Changes damage: +33% arcane Light radius: +2 |
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otherworldly voratun ring of pilfering
otherworldly voratun ring of pilfering
Rings can have magical properties. Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Armour penetration: +6 Defense: +7 Changes resistances: +6% arcane Changes damage: +13% arcane Light radius: +1 It can be used to activate talent Disengage (costing 40 power out of 80/80) : Effective talent level: 2.0 Use mode: Activated Power cost: 40 out of 80/80. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. |
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savage's stralite ring of life
savage's stralite ring of life
Rings can have magical properties. Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +3 Con Spell save: +8 Life regen: +0.80 Maximum life: +44.00 Maximum stamina: +30.00 Healing mod.: +17% |
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savior's gold ring of time (+13%)
savior's gold ring of time (+13%)
Rings can have magical properties. Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes resistances: +13% temporal Changes damage: +13% temporal Physical save: +8 Spell save: +5 Mental save: +7 |
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stralite ring of speed
stralite ring of speed
Rings can have magical properties. Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Movement speed: +7% It can be used to activate talent Blinding Speed (costing 80 power out of 80/80) : Effective talent level: 5.2 Use mode: Activated Power cost: 80 out of 80/80. 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 47% for 5 turns. |
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stralite ring of tenacity
stralite ring of tenacity
Rings can have magical properties. Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Disarm immunity: +30% Pinning immunity: +40% Knockback immunity: +30% |
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titan's stralite ring of blight (+14%)
titan's stralite ring of blight (+14%)
Rings can have magical properties. Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +6 Con Changes resistances: +14% blight Changes damage: +14% blight Physical save: +6 |
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treant's voratun ring of speed
treant's voratun ring of speed
Rings can have magical properties. Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes resistances: +10% nature Physical save: +8 Poison immunity: +17% Disease immunity: +20% Movement speed: +12% It can be used to activate talent Blinding Speed (costing 80 power out of 80/80) : Effective talent level: 5.2 Use mode: Activated Power cost: 80 out of 80/80. 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 47% for 5 turns. |
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wizard's stralite ring of fire (+14%)
wizard's stralite ring of fire (+14%)
Rings can have magical properties. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +6 Mag Changes resistances: +14% fire Changes damage: +14% fire Spell save: +6 |
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wizard's voratun ring of blight (+16%)
wizard's voratun ring of blight (+16%)
Rings can have magical properties. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +3 Mag Changes resistances: +16% blight Changes damage: +16% blight Spell save: +3 |
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The Gaping Maw (72-108 power, 4 apr)
The Gaping Maw (72-108 power, 4 apr)
This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. Requires: - Strength 60 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 slime / +50 acid When wielded/worn: Changes stats: +6 Str / +6 Wil Changes damage: +15% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) |
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elemental voratun greatmaul of rage (70-105 power, 10 apr)
elemental voratun greatmaul of rage (70-105 power, 10 apr)
Massive two-handed maul. Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +9 acid / +15 lightning / +14 ice / +13 fire When wielded/worn: Accuracy: +6 Changes stats: +5 Str / +3 Dex Changes damage: +9% physical Stamina when hit: +1.10 |
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Crystalline Stralite greatsword (62.5-100 power, 3 apr)
Crystalline Stralite greatsword (62.5-100 power, 3 apr)
Massive two-handed swords. Requires: - Strength 35 3.00 Encumbrance. Type: weapon / greatsword It must be held with both hands. It is part of a set of items. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Arcane Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +12 Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 |
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Warmaster Gnarg's Murderblade (60-96 power, 19 apr)
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)
A blood-etched greatsword, it has seen many foes. From the inside. Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +19 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 10% chance to send the wielder into a killing frenzy When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Con Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons See invisible: +25 |
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Wintertide (45-63 power, 10 apr)
Wintertide (45-63 power, 10 apr)
The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +45 ice When wielded/worn: Changes resistances: +25% cold Changes damage: +20% cold Light radius: +1 See invisible: +2 It can be used to generate a burst of ice, costing 8 power out of 18/18. |
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Gluba
Gluba
A belt that goes around your waist. Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt When wielded/worn: Defense: +9 Changes resistances: +15% acid Changes damage: +10% acid / +8% fire Poison immunity: +15% Disease immunity: +15% It can be used to create a temporary shield that absorbs damage, costing 100 power out of 120/120. |
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hardened leather belt 'Korygorn'
hardened leather belt 'Korygorn'
A belt that goes around your waist. Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt When wielded/worn: Accuracy: +3 Physical crit. chance: +5.0% Changes stats: +2 Con / +3 Mag Changes resistances: +10% lightning Physical save: +5 Spell save: +5 Mental save: +6 Stun/Freeze immunity: +16% Mana each turn: +0.27 Maximum mana: +30.00 |
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insulating drakeskin leather belt
insulating drakeskin leather belt
A belt that goes around your waist. Crafted by a master 1.00 Encumbrance. Type: armor / belt When wielded/worn: Changes resistances: +13% cold / +9% fire |
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insulating rough leather belt of carrying
insulating rough leather belt of carrying
A belt that goes around your waist. Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt When wielded/worn: Fatigue: -5% Changes resistances: +5% cold / +5% fire Maximum encumberance: +25 |
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skylord's hardened leather belt
skylord's hardened leather belt
A belt that goes around your waist. Crafted by a master 1.00 Encumbrance. Type: armor / belt When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Wil / +2 Cun Physical save: +5 Spell save: +4 Mental save: +4 |
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spiritwalker's drakeskin leather belt of valiance
spiritwalker's drakeskin leather belt of valiance
A belt that goes around your waist. Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt When wielded/worn: Changes stats: +3 Wil / +4 Mag Changes resistances: +7% physical Mana each turn: +0.27 Maximum life: +101.00 Maximum mana: +34.00 |
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stabilizing drakeskin leather belt of inertia
stabilizing drakeskin leather belt of inertia
A belt that goes around your waist. Crafted by a master 1.00 Encumbrance. Type: armor / belt When wielded/worn: Changes stats: +5 Str / +4 Con Pinning immunity: +13% Stun/Freeze immunity: +22% Knockback immunity: +23% |
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oiled cashmere cloak of implacability (2 def, 0 armour)
oiled cashmere cloak of implacability (2 def, 0 armour)
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Crafted by a master 2.00 Encumbrance. Type: armor / cloak When wielded/worn: Defense: +2 Changes resistances: +10% acid Confusion immunity: +30% Pinning immunity: +30% Knockback immunity: +30% |
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spellcowled cashmere cloak (2 def, 0 armour)
spellcowled cashmere cloak (2 def, 0 armour)
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak When wielded/worn: Defense: +2 Physical save: +2 Spell save: +3 Mental save: +3 Blindness immunity: +9% Confusion immunity: +7% |
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The Warped Boots (2 def, 4 armour)
The Warped Boots (2 def, 4 armour)
These blackened boots have lost all vestige of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. Type: armor / feet When wielded/worn: Physical power: +10 Armour: +4 Defense: +2 Fatigue: +8% Changes damage: +15% blight Life regen: -0.20 Spellpower: +10 Spell crit. chance: +9% It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Use mode: Activated Power cost: 10 out of 50/50. Range: 10.00 Travel Speed: instantaneous Description: Spit blight at your target doing 130.40 blight damage. The damage will increase with the Magic stat |
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blightbringer's pair of drakeskin leather boots of evasion (0 def, 5 armour)
blightbringer's pair of drakeskin leather boots of evasion (0 def, 5 armour)
A pair of boots made of leather. Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Wil Changes resistances: -14% nature / -15% light Physical save: +6 Spell save: +4 Mental save: +3 Pinning immunity: +71% Spellpower: +7 It can be used to activate talent Evasion (costing 80 power out of 160/160) : Effective talent level: 2.0 Use mode: Activated Power cost: 80 out of 160/160. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 27% chance to completely evade them for 10 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. |
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blood-soaked pair of iron boots of speed (0 def, 3 armour)
blood-soaked pair of iron boots of speed (0 def, 3 armour)
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet When wielded/worn: Armour penetration: +3 Physical power: +4 Armour: +3 Fatigue: +2% Pinning immunity: +10% Movement speed: +20% |
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scholar's pair of voratun boots of disengagement (0 def, 5 armour)
scholar's pair of voratun boots of disengagement (0 def, 5 armour)
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Cun / +3 Dex Spellpower: +5 It can be used to activate talent Disengage (costing 80 power out of 80/80) : Effective talent level: 2.0 Use mode: Activated Power cost: 80 out of 80/80. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. |
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traveler's pair of hardened leather boots of stability (0 def, 3 armour)
traveler's pair of hardened leather boots of stability (0 def, 3 armour)
A pair of boots made of leather. Crafted by a master 2.00 Encumbrance. Type: armor / feet When wielded/worn: Armour: +3 Fatigue: +3% Maximum encumberance: +20 Stun/Freeze immunity: +13% Knockback immunity: +15% |
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blighted hardened leather gloves of the juggernaut (0 def, 2 armour)
blighted hardened leather gloves of the juggernaut (0 def, 2 armour)
Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands When wielded/worn: Armour: +2 Changes stats: +2 Con Changes resistances: +6% blight Changes damage: +6% blight Physical save: +5 Spell save: +5 Mental save: +4 It can be used to activate talent Juggernaut (costing 80 power out of 80/80) : Effective talent level: 5.2 Use mode: Activated Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. |
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charged hardened leather gloves of the juggernaut (0 def, 2 armour)
charged hardened leather gloves of the juggernaut (0 def, 2 armour)
Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands When wielded/worn: Armour: +2 Changes stats: +2 Con Changes resistances: +6% lightning Changes damage: +5% lightning Physical save: +3 Spell save: +5 Mental save: +4 It can be used to activate talent Juggernaut (costing 80 power out of 80/80) : Effective talent level: 5.2 Use mode: Activated Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. |
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charged rough leather gloves of attack (0 def, 1 armour)
charged rough leather gloves of attack (0 def, 1 armour)
Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands When wielded/worn: Accuracy: +12 Armour: +1 Changes resistances: +6% lightning Changes damage: +4% lightning |
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corrosive dwarven-steel gauntlets of protection (0 def, 2 armour)
corrosive dwarven-steel gauntlets of protection (0 def, 2 armour)
Metal gloves protecting the hands up to the middle of the lower arm. Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands When wielded/worn: Armour: +2 Changes resistances: +7% nature / +7% acid Changes damage: +3% acid Physical save: +4 Spell save: +6 Mental save: +5 |
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nightfighting iron gauntlets of the juggernaut (0 def, 1 armour)
nightfighting iron gauntlets of the juggernaut (0 def, 1 armour)
Metal gloves protecting the hands up to the middle of the lower arm. Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Con Changes resistances: +6% darkness Physical save: +3 Spell save: +3 Mental save: +4 Blindness immunity: +12% Infravision radius: +1 It can be used to activate talent Juggernaut (costing 80 power out of 80/80) : Effective talent level: 5.2 Use mode: Activated Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. |
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powerful voratun gauntlets of attack (0 def, 3 armour)
powerful voratun gauntlets of attack (0 def, 3 armour)
Metal gloves protecting the hands up to the middle of the lower arm. Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands When wielded/worn: Accuracy: +13 Armour: +3 Changes damage: +9% physical |
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voratun gauntlets of dispersion (0 def, 3 armour)
voratun gauntlets of dispersion (0 def, 3 armour)
Metal gloves protecting the hands up to the middle of the lower arm. Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands When wielded/worn: Armour: +3 Changes stats: +6 Mag Changes resistances: +6% arcane It can be used to activate talent Disperse Magic (costing 80 power out of 80/80) : Effective talent level: 3.0 Use mode: Activated Power cost: 80 out of 80/80. Range: 10.00 Travel Speed: instantaneous Description: Removes up to 3 magical effects (both good and bad) from the target. At level 3 it can be targeted. |
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defender's drakeskin leather cap of the depths (6 def, 12 armour)
defender's drakeskin leather cap of the depths (6 def, 12 armour)
A cap made of leather. Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head When wielded/worn: Armour: +12 Defense: +6 Fatigue: +5% Allows you to breathe in: water Physical save: +4 |
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5 onyx
5 onyx
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / black 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 |
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11 lapis lazuli
11 lapis lazuli
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / blue When wielded/worn: Defense: +6 When used to imbue an object: Defense: +6 |
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4 sapphire
4 sapphire
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / blue When wielded/worn: Defense: +8 When used to imbue an object: Defense: +8 |
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8 emerald
8 emerald
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / green When wielded/worn: Changes resistances: +6% all When used to imbue an object: Changes resistances: +6% all |
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2 jade
2 jade
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / green When wielded/worn: Changes resistances: +8% all When used to imbue an object: Changes resistances: +8% all |
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8 turquoise
8 turquoise
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / green When wielded/worn: See invisible: +10 When used to imbue an object: See invisible: +10 |
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green worm
green worm
A dead green worm, painstakingly separated from its tangle of companions. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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orc heart
orc heart
The heart of an orc. Perhaps surprisingly, it isn't green. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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pouch of luminous horror dust
pouch of luminous horror dust
Weightless and glowing; not your usual dust. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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skeleton mage skull
skeleton mage skull
The skull of a skeleton mage. The eyes have stopped glowing... for now. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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snow giant kidney
snow giant kidney
As unpleasant-looking as any exposed organ. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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warg claw
warg claw
Unpleasantly large and sharp for a canine's claw. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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Summertide Phial
Summertide Phial
A small crystal phial that captured Sunlight during the Summertide. Infused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Light radius: +4 It can be used to call light, costing 10 power out of 15/15. |
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faithful alchemist's lamp of corpselight
faithful alchemist's lamp of corpselight
A normal brass lantern, enhanced by alchemy to make it brighter. Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes damage: +10% darkness / +10% light Spellpower: +6 Spell crit. chance: +4% Light radius: +3 See invisible: +10 |
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nightwalker's dwarven lantern of repulsion
nightwalker's dwarven lantern of repulsion
Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Infused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Changes stats: +3 Mag / +5 Wil Light radius: +4 It can be used to activate talent Glyph of Repulsion (costing 80 power out of 80/80) : Effective talent level: 3.0 Use mode: Activated Power cost: 80 out of 80/80. Range: 3.00 Travel Speed: instantaneous Description: You bind light in a glyph on the floor. All targets passing by will be hit by a blast of light doing 23.28 damage and knocked back. The glyph lasts for 8 turns. The damage will increase with the Magic stat |
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Dragon Orb (Orb of Command)
Dragon Orb (Orb of Command)
This orb is warm to the touch. Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. |
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Elemental Orb (Orb of Command)
Elemental Orb (Orb of Command)
Flames swirl on the icy surface of this orb. Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. |
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Orb of Many Ways
Orb of Many Ways
The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. |
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Orb of Scrying
Orb of Scrying
This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. |
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3 bloodstone
3 bloodstone
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / red When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% |
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4 fire opal
4 fire opal
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / red When wielded/worn: Changes damage: +10% all When used to imbue an object: Changes damage: +10% all |
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7 garnet
7 garnet
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / red When wielded/worn: Changes damage: +6% all When used to imbue an object: Changes damage: +6% all |
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8 ruby
8 ruby
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / red 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 |
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Transmogrification Chest
Transmogrification Chest
This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. |
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Rod of Recall (1/1)
Rod of Recall (1/1)
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. Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: wand / wand It can be used to recall the user to the worldmap, costing 202 power out of 400/400. |
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Rod of Spydric Poison (3/3)
Rod of Spydric Poison (3/3)
This rod carved out of a giant spider fang continuously drips venom. Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: wand / wand It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. |
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dragonbone wand of flames (14/14)
dragonbone wand of flames (14/14)
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Powered by arcane forces 2.00 Encumbrance. Type: wand / wand It can be used to fire a beam of fire, with 14 charges out of 14. |
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solid dragonbone wand of conjuration (14/14)
solid dragonbone wand of conjuration (14/14)
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Powered by arcane forces 2.00 Encumbrance. Type: wand / wand It can be used to fire a bolt of a random element, with 14 charges out of 14. |
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solid dragonbone wand of flames (11/11)
solid dragonbone wand of flames (11/11)
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Powered by arcane forces 2.00 Encumbrance. Type: wand / wand It can be used to fire a beam of fire, with 11 charges out of 11. |
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9 diamond
9 diamond
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / white 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 |
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5 moonstone
5 moonstone
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / white When wielded/worn: Defense: +10 When used to imbue an object: Defense: +10 |
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pearl
pearl
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / white When wielded/worn: Changes resistances: +10% all When used to imbue an object: Changes resistances: +10% all |
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10 quartz
10 quartz
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / white When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% |
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7 amber
7 amber
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / yellow When wielded/worn: Changes damage: +8% all When used to imbue an object: Changes damage: +8% all |
Last Messages
Vorumissra the orc fighter uses Infusion: Heroism.
Og-v13 uses Infusion: Regeneration.
Og-v13 starts regenerating health quickly.
Vorumissra the orc fighter hits Og-v13 for 37 fire damage.
Orc berserker recovers sight.
Vorumissra the orc fighter hits orc berserker for 64 fire damage.
Vorumissra the orc fighter hits orc fighter for 76 fire damage.
Vorumissra the orc fighter hits Vorumissra the orc fighter for 74 fire damage.
Vorumissra the orc fighter casts Inferno.
Og-v13 stops burning.
Eilinytira the orc berserker hits Og-v13 for 103 physical, 65 physical, 103 physical damage (total 270.53).
Orc fighter hits Og-v13 for 78 physical, 18 lightning, 40 light damage (total 134.82).
Vorumissra the orc fighter hits orc fighter for 76 fire damage.
Vorumissra the orc fighter hits Og-v13 for 51 fire damage.
Og-v13 uses Infusion: Movement.
Og-v13 is moving freely.
Og-v13 prepares for the next kill!.
Orc fighter uses Orcish Fury.
Orc fighter enters a state of bloodlust.
Eilinytira the orc berserker is not dazed anymore.
Shadow casts Shadow Flames.
Eilinytira the orc berserker hits Og-v13 for 103 physical, 51 physical, 103 physical, 73 physical damage (total 328.13).
Eilinytira the orc berserker hits orc fighter for 66 physical damage.
Shadow hits Og-v13 for 45 fire damage.
Vorumissra the orc fighter calms down.
Vorumissra the orc fighter casts Flame.
Vorumissra the orc fighter killed Og-v13!
Saving done.
Saving done.
Saving game...

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