Og-v13 the level 47 Cornac Berserker by urmane

'Og-v13 the level 47 Cornac Berserker' by user urmane


Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
- Bug-fixes for ToME beta 37 3.9.37
NameOg-v13
SexMale
TypeCornac Berserker
CampaignMaj'Eyal
DifficultyNormal
PermadeathAdventure
Level47
Exp100%
Gold6909
Died
  • Killed by Minotaur of the Labyrinth at level 13 on the 66th Dusk 122nd year of Ascendancy at 05:24
  • Killed by snow giant chieftain at level 21 on the 63rd Haze 122nd year of Ascendancy at 08:04
  • Killed by snow giant thunderer at level 21 on the 5th Regrowth 123rd year of Ascendancy at 15:24
  • Killed by worm that walks at level 26 on the 31st Regrowth 123rd year of Ascendancy at 01:58
  • Killed by orc soldier at level 35 on the 62nd Pyre 123rd year of Ascendancy at 07:13
  • Killed by storm drake at level 37 on the 7th Mirth 123rd year of Ascendancy at 08:55
  • Killed by Islenne the orc high cryomancer at level 47 on the 13rd Regrowth 124th year of Ascendancy at 01:47
  • Killed by Vorumissra the orc fighter at level 47 on the 30th Regrowth 124th year of Ascendancy at 04:57
8 times (now dead)
Primary Stats
Strength99
Dexterity46
Magic20
Willpower55
Cunning23
Constitution85

Resources
Life-131/1688
Stamina218/340
Equilibrium40
Inscriptions (4/4)
Infusion
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 23% for 6 turns.
Its effects scale with your Dexterity stat.
Wild
Infusion
Effective talent level: 1.0
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.
Regeneration
Infusion
Effective talent level: 1.0
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.
Movement
Infusion
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 magical, mental effects and reduce all damage taken by 17% for 6 turns.
Wild

Offense
Accuracy (main Hand)62
Damage (main Hand)230
APR (main Hand)7
Crit (main Hand)42%
Speed (main Hand)1.11
Spellpower23
Spell Crit4
Spell Speed1
Physical Damage33%
Blight Damage12%
Light Damage11%
Darkness Damage10%
Defense
Fatigue22
Armour56
Armour Hardiness95
Defense30
Ranged Defense30
Physical Save72
Spell Save59
Mental Save58
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 Resistance16%
Bleed Resistance20%
Confusion Resistance78%
Blind Resistance73%
Pinning Resistance100%
Stun Resistance100%
Knockback Resistance30%

Talents
Technique / Two-handed Weapons(mastery 1.40)
  • Death Dance (class)
Effective talent level: 4.2
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.
3/5
  • Berserker (class)
Effective talent level: 7.0
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
5/5
  • Warshout (class)
Effective talent level: 5.6
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.
4/5
  • Death Blow (class)
Effective talent level: 1.4
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.
1/5
Technique / Two-handed Maiming(mastery 1.40)
  • Stunning Blow (class)
Effective talent level: 7.0
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.
5/5
  • Sunder Armour (class)
Effective talent level: 1.4
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.
1/5
  • Sunder Arms (class)
Effective talent level: 0.0
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.
0/5
  • Blood Frenzy (class)
Effective talent level: 0.0
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.
0/5
Technique / Superiority(mastery 1.30)
  • Juggernaut (class)
Effective talent level: 1.3
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.
1/5
  • Onslaught (class)
Effective talent level: 1.3
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).
1/5
  • Battle Call (class)
Effective talent level: 1.3
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.
1/5
  • Shattering Impact (class)
Effective talent level: 3.9
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.
3/5
Technique / Bloodthirst(mastery 1.30)
  • Bloodbath (class)
Effective talent level: 6.5
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%.
5/5
  • Mortal Terror (class)
Effective talent level: 6.5
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.
5/5
  • Bloodrage (class)
Effective talent level: 1.3
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.
1/5
  • Unstoppable (class)
Effective talent level: 6.5
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.
5/5
Technique / Combat Techniques(mastery 1.30)
  • Precise Strikes (class)
Effective talent level: 6.5
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.
5/5
  • Rush (class)
Effective talent level: 1.3
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.
1/5
  • Perfect Strike (class)
Effective talent level: 1.3
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.
1/5
  • Blinding Speed (class)
Effective talent level: 0.0
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.
0/5
Technique / Combat Veteran(mastery 1.30)
  • Quick Recovery (class)
Effective talent level: 3.9
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).
3/5
  • Fast Metabolism (class)
Effective talent level: 3.9
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).
3/5
  • Spell Shield (class)
Effective talent level: 5.2
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).
4/5
  • Unending Frenzy (class)
Effective talent level: 5.2
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.
4/5
Technique / Combat Training(mastery 1.30)
  • Thick Skin (generic)
Effective talent level: 6.5
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%
5/5
  • Armour Training (generic)
Effective talent level: 13.0
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.

10/10
  • Combat Accuracy (generic)
Effective talent level: 5.2
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases accuracy of unarmed, melee and ranged weapons by 26.
4/10
  • Weapons Mastery (generic)
Effective talent level: 13.0
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%
10/10
  • Knife Mastery (generic)
Effective talent level: 0.0
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%
0/10
Cunning / Survival(mastery 1.00)
  • Trap Detection (generic)
Effective talent level: 1.0
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').
1/5
  • Heightened Senses (generic)
Effective talent level: 1.0
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.
1/5
  • Trap Disarm (generic)
Effective talent level: 1.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learnt to disarm traps (6 disarm power).
1/5
  • Evasion (generic)
Effective talent level: 0.0
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.
0/5
Wild-gift / Harmony(mastery 1.00)
  • Waters Of Life (generic)
Effective talent level: 3.0
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.
3/5
  • Elemental Harmony (generic)
Effective talent level: 5.0
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
5/5
  • One With Nature (generic)
Effective talent level: 4.0
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.
4/5
  • Healing Nexus (generic)
Effective talent level: 1.0
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
1/5
Current Effects
TalentElemental Harmony
TalentBerserker
TalentPrecise Strikes
TalentShattering Impact
Quests
Achievements
A Dangerous Secret
Found the mysterious staff and told Last Hope about it.
By Og-v13 the Cornac Berserker level 34
26th Pyre 123rd year of Ascendancy at 07:53
Arachnophobia
Destroyed the spydric menace.
By Og-v13 the Cornac Berserker level 38
9th Mirth 123rd year of Ascendancy at 17:55
Are You Out Of Your Mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
By Og-v13 the Cornac Berserker level 39
1st Haze 123rd year of Ascendancy at 04:55
Brave New World
Went to the Far East and took part in the war.
By Og-v13 the Cornac Berserker level 36
3rd Mirth 123rd year of Ascendancy at 18:59
Clone War
Destroyed your own Shade.
By Og-v13 the Cornac Berserker level 38
15th Dusk 123rd year of Ascendancy at 09:51
Curse Lifter
Killed Ben Cruthdar the Cursed.
By Og-v13 the Cornac Berserker level 20
49th Haze 122nd year of Ascendancy at 22:10
Destroyer's Bane
Killed Golbug the Destroyer.
By Og-v13 the Cornac Berserker level 35
79th Pyre 123rd year of Ascendancy at 04:00
Earth Master
Killed Harkor'Zun and unlocked Stone magic
By Og-v13 the Cornac Berserker level 22
6th Regrowth 123rd year of Ascendancy at 18:42
Exterminator
Killed 1000 creatures
By Og-v13 the Cornac Berserker level 18
9th Haze 122nd year of Ascendancy at 12:20
Eye Of The Storm
Freed Derth from the onslaught of the mad Tempest, Urkis.
By Og-v13 the Cornac Berserker level 21
5th Regrowth 123rd year of Ascendancy at 20:23
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.
By Og-v13 the Cornac Berserker level 40
29th Haze 123rd year of Ascendancy at 03:54
Home Sweet Home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Og-v13 the Cornac Berserker level 26
32nd Regrowth 123rd year of Ascendancy at 02:27
Level 10
Got a character to level 10.
By Og-v13 the Cornac Berserker level 10
50th Dusk 122nd year of Ascendancy at 07:21
Level 20
Got a character to level 20.
By Og-v13 the Cornac Berserker level 20
33rd Haze 122nd year of Ascendancy at 10:13
Level 30
Got a character to level 30.
By Og-v13 the Cornac Berserker level 30
71st Regrowth 123rd year of Ascendancy at 03:45
Level 40
Got a character to level 40.
By Og-v13 the Cornac Berserker level 40
25th Haze 123rd year of Ascendancy at 18:50
Race Through Fire
Raced through the fires of the Charred Scar to stop the Sorcerers.
By Og-v13 the Cornac Berserker level 44
8th Decay 123rd year of Ascendancy at 09:34
Size Is Everything
Do over 1500 damage in one attack
By Og-v13 the Cornac Berserker level 39
79th Dusk 123rd year of Ascendancy at 20:47
Size Matters
Do over 600 damage in one attack
By Og-v13 the Cornac Berserker level 26
31st Regrowth 123rd year of Ascendancy at 15:12
Sliders
Activated a portal using the Orb of Many Ways.
By Og-v13 the Cornac Berserker level 36
79th Pyre 123rd year of Ascendancy at 05:55
That Was Close
Kill your target while having only 1 life left.
By Og-v13 the Cornac Berserker level 39
79th Dusk 123rd year of Ascendancy at 20:04
The Right Thing To Do
You did the righteous thing in the ring of blood and disposed of the Blood Master.
By Og-v13 the Cornac Berserker level 21
72nd Haze 122nd year of Ascendancy at 08:45
The Secret City
Discovered the truth about mages.
By Og-v13 the Cornac Berserker level 9
46th Dusk 122nd year of Ascendancy at 15:07
There And Back Again
Opened a portal to Maj'Eyal from the Far East.
By Og-v13 the Cornac Berserker level 45
4th Regrowth 124th year of Ascendancy at 05:51
Treasure Hoarder
Amass 3000 gold pieces.
By Og-v13 the Cornac Berserker level 34
59th Pyre 123rd year of Ascendancy at 21:43
Treasure Hunter
Amass 1000 gold pieces.
By Og-v13 the Cornac Berserker level 23
16th Regrowth 123rd year of Ascendancy at 21:08
Vampire Crusher
Destroyed the Master in its lair of the Dreadfell.
By Og-v13 the Cornac Berserker level 33
24th Pyre 123rd year of Ascendancy at 13:42

Equipment
In Main Hand
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
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)
On Fingers
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
Glory of the Pride
On Fingers
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%
Zodar the steel ring
Around Neck
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.
Garkul's Teeth
Light Source
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
faithful dwarven lantern of the sun
Main Armor
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
Plate Armor of the King (15 def, 20 armour)
Cloak
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
wyrmwaxed elven-silk cloak of the guardian (11 def, 6 armour)
On Head
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
Steel Helm of Garkul (0 def, 6 armour)
Around Waist
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.
grounding hardened leather belt of shielding
On Hands
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%
alchemist's drakeskin leather gloves of strength (+4) (0 def, 3 armour)
On Feet
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.
restorative pair of hardened leather boots of rushing (0 def, 3 armour)
Tool
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.
Pick of Dwarven Emperors (dig speed 12 turns)
Inventory
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..
duelist's wild infusion (resist 15%; cure physical)
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..
healing infusion (heal 363)
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..
movement infusion (603% speed; 8 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..
movement infusion (695% speed; 6 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..
movement infusion (500% speed; 5 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..
movement infusion (889% 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..
movement infusion (856% speed; 7 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..
movement infusion (599% 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..
movement infusion (685% speed; 5 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..
movement infusion (659% speed; 8 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..
regeneration infusion (heal 346 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..
regeneration infusion (heal 323 over 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..
sneak's movement infusion (726% speed; 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..
sneak's regeneration infusion (heal 301 over 5 turns)
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..
sneak's wild infusion (resist 25%; 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..
sneak's wild infusion (resist 19%; 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..
sneak's wild infusion (resist 12%; cure magical)
This item will automatically be transmogrified when you leave the level.
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..
sun infusion (rad 8; power 21; turns 4)
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..
titan's heroism infusion (+18 for 9 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..
titan's movement infusion (755% speed; 6 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..
titan's movement infusion (880% speed; 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..
titan's regeneration infusion (heal 349 over 5 turns)
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..
titan's wild infusion (resist 24%; cure mental)
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..
titan's wild infusion (resist 20%; cure physical)
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..
wild infusion (resist 24%; cure mental)
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..
wild infusion (resist 13%; cure magical)
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..
wild infusion (resist 20%; cure physical)
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..
wild infusion (resist 30%; cure mental)
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..
wild infusion (resist 11%; cure magical)
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..
wild infusion (resist 17%; cure mental)
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..
wizard's wild infusion (resist 13%; cure magical)
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..
acid wave rune (161 acid damage)
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..
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..
controlled phase door rune (range 8)
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..
controlled phase door rune (range 7)
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..
controlled phase door rune (range 8)
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..
controlled phase door rune (range 10)
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..
duelist's lightning rune (262 lightning damage)
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..
duelist's vision rune (radius 9)
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..
frozen spear rune (162 cold damage)
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..
invisibility rune (power 9 for 5 turns)
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..
lightning rune (179 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..
lightning rune (237 lightning damage)
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..
phase door rune (range 8)
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..
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..
phase door rune (range 10)
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..
psychic's frozen spear rune (291 cold 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..
psychic's heat beam rune (239 fire damage)
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..
shielding rune (absorb 229 for 4 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..
shielding rune (absorb 215 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..
shielding rune (absorb 227 for 3 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..
shielding rune (absorb 267 for 6 turns)
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..
sneak's phase door rune (range 7)
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..
teleportation rune (range 43)
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..
teleportation rune (range 62)
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..
teleportation rune (range 57)
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..
teleportation rune (range 89)
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..
teleportation rune (range 62)
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..
titan's invisibility rune (power 19 for 8 turns)
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..
titan's teleportation rune (range 105)
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..
vision rune (radius 10)
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..
warrior's acid wave rune (296 acid damage)
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..
wizard's invisibility rune (power 11 for 6 turns)
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..
wizard's lightning rune (310 lightning damage)
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.
Sealed Scroll of Last Hope
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.
Choker of Dread
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).
Fiery Choker
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.
Spellblaze Echos
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.
Unflinching Eye
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.
Zemekkys' Broken Hourglass
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%
anchoring copper amulet
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%
anchoring gold amulet of willpower (+4)
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%
anchoring steel amulet of willpower (+3)
copper amulet

Amulets can have magical properties.

0.10 Encumbrance.

Type: jewelry / amulet

copper amulet
gold amulet

Amulets can have magical properties.

0.10 Encumbrance.

Type: jewelry / amulet

gold amulet
gold amulet

Amulets can have magical properties.

0.10 Encumbrance.

Type: jewelry / amulet

gold amulet
gold amulet

Amulets can have magical properties.

0.10 Encumbrance.

Type: jewelry / amulet

gold amulet
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
restful gold amulet of vision
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
restful steel amulet of the chosen
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
savior's gold amulet of vision
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.
serendipitous gold amulet of healing
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.
serendipitous voratun amulet of teleportation
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%
shielding gold amulet of willpower (+4)
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
vitalizing gold amulet
voratun amulet

Amulets can have magical properties.

0.10 Encumbrance.

Type: jewelry / amulet

voratun amulet
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.
voratun amulet of healing
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
wanderer's gold amulet of mastery (0.15 Spell / Stone)
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.
wanderer's stralite amulet of teleportation
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
Elemental Fury
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.
Vargh Redemption
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
brawler's steel ring
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.
conjurer's stralite ring of focus
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
duelist's gold ring of arcane power (+10%)
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
duelist's stralite ring of massacre (+13%)
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
firelord's stralite ring of arcane power (+8%)
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.
gladiator's gold ring of pilfering
gold ring

Rings can have magical properties.

0.10 Encumbrance.

Type: jewelry / ring

gold ring
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%.
gold ring of misery
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
mule's steel ring of see invisible
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
onyx 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
otherworldly stralite 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
otherworldly voratun ring
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
otherworldly voratun ring of arcane power (+33%)
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.
otherworldly voratun ring of pilfering
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%
savage's stralite ring of life
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
savior's gold ring of time (+13%)
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.
stralite ring of speed
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%
stralite ring of tenacity
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
titan's stralite ring of blight (+14%)
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.
treant's voratun ring of speed
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
wizard's stralite ring of fire (+14%)
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
wizard's voratun ring of blight (+16%)
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)
The Gaping Maw (72-108 power, 4 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
elemental voratun greatmaul of rage (70-105 power, 10 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
Crystalline Stralite greatsword (62.5-100 power, 3 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
Warmaster Gnarg's Murderblade (60-96 power, 19 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.
Wintertide (45-63 power, 10 apr)
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.
Gluba
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
hardened leather belt 'Korygorn'
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
insulating drakeskin leather belt
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
insulating rough leather belt of carrying
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
skylord's hardened leather belt
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
spiritwalker's drakeskin leather belt of valiance
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%
stabilizing drakeskin leather belt of inertia
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%
oiled cashmere cloak of implacability (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%
spellcowled cashmere cloak (2 def, 0 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
The Warped Boots (2 def, 4 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.
blightbringer's pair of drakeskin leather boots of evasion (0 def, 5 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%
blood-soaked pair of iron boots of speed (0 def, 3 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.
scholar's pair of voratun boots of disengagement (0 def, 5 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%
traveler's pair of hardened leather boots of stability (0 def, 3 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.
blighted 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.
charged hardened leather gloves of the juggernaut (0 def, 2 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
charged rough leather gloves of attack (0 def, 1 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
corrosive dwarven-steel gauntlets of protection (0 def, 2 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.
nightfighting iron gauntlets of the juggernaut (0 def, 1 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
powerful voratun gauntlets of attack (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.
voratun gauntlets of dispersion (0 def, 3 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
defender's drakeskin leather cap of the depths (6 def, 12 armour)
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
5 onyx
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
11 lapis lazuli
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
4 sapphire
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
8 emerald
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
2 jade
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
8 turquoise
green worm

A dead green worm, painstakingly separated from its tangle of companions.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

green worm
orc heart

The heart of an orc. Perhaps surprisingly, it isn't green.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

orc heart
pouch of luminous horror dust

Weightless and glowing; not your usual dust.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

pouch of luminous horror dust
skeleton mage skull

The skull of a skeleton mage. The eyes have stopped glowing... for now.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

skeleton mage skull
snow giant kidney

As unpleasant-looking as any exposed organ.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

snow giant kidney
warg claw

Unpleasantly large and sharp for a canine's claw.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

warg claw
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.
Summertide Phial
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
faithful alchemist's lamp of corpselight
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
nightwalker's dwarven lantern of repulsion
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.
Dragon 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.
Elemental Orb (Orb of Command)
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.
Orb of Many Ways
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.
Orb of Scrying
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%
3 bloodstone
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
4 fire opal
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
7 garnet
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
8 ruby
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.
Transmogrification Chest
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.
Rod of Recall (1/1)
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.
Rod of Spydric Poison (3/3)
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.
dragonbone wand of flames (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.
solid dragonbone wand of conjuration (14/14)
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.
solid dragonbone wand of flames (11/11)
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
9 diamond
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
5 moonstone
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
pearl
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%
10 quartz
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
7 amber

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...