Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved player targetting 1.2.0Player's targetting improvements. Items Vault 1.3.0Donators/Buyers bonus! Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 50 / 2905% |
Size | big |
Lifes / Deaths | Killed by Atamathon the Giant Golem's temporal clone at level 50 on the 34th Haze 123rd year of Ascendancy at 07:15 / 2Killed by Atamathon the Giant Golem at level 50 on the 34th Haze 123rd year of Ascendancy at 07:56 |
Primary Stats
Strength | 70 (base 8) |
Dexterity | 60 (base 10) |
Constitution | 69 (base 30) |
Magic | 95 (base 61) |
Willpower | 113 (base 64) |
Cunning | 130 (base 60) |
Resources
Life | -105/1460 |
Paradox | 740 |
Healing Factor | 1.29 |
Regeneration | 252.9045 |
Speed
Mental | +46.074767897182% |
Attack | +46.074767897182% |
Movement | +22% |
Spell | +46.074767897182% |
Global | +135.07159452396% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 9 |
See Stealth | 17 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine |
Offense: Mainhand
Damage | 58 |
Accuracy | 62 |
Crit Chance | 76% |
APR | 30 |
Speed | 0.68 |
Offense: Offhand
Damage | 35 |
Accuracy | 62 |
Crit Chance | 89% |
APR | 36 |
Speed | 0.68 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 91% |
Speed | 0.68458092687429 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 65% |
Speed | 0.68458092687429 |
Offense: Damage Bonus
All | +43% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 36 (30%) |
Defense | 92 |
Ranged Defense | 92 |
Fatigue | 10 |
Physical Save | 75 |
Spell Save | 65 |
Mental Save | 76 |
Defense: Resistances
All | +120%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Disarm Resistance | 48% |
Knockback Resistance | 35% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 60% |
Instadeath Resistance | 100% |
Blind Resistance | 38% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 956 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 59%, your defense is increased by 59 and all your resistances by 59%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -848 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Chronomancy / Stasis | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Chronomancy / Timeline Threading | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Energy Decomposition |
talent | Reality Smearing |
talent | Gravity Locus |
beneficial effect | The target ignores pain, reducing all damage taken by 28%. Pain Suppression |
beneficial effect | A flow of life spins around the target, regenerating 191.20 life per turn. Regeneration |
beneficial effect | Increases global action speed by 35%. Haste |
beneficial effect | Increases attack, spell, and mind speed by 46%. 3 Time Dilation |
beneficial effect | The time distortion has created a restoration field, healing the target for 86 each turn. Temporal Restoration Field |
beneficial effect | The target is recovering 27 life each turn. Recovery |
beneficial effect | The target's defense and saves have been increased by 18. 2 Spin |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target's accuracy and power have been increased by 18. 2 Fateweaver |
beneficial effect | The target's spellpower has been increased by 15. Spellsurge |
detrimental effect | Damage received in the past is returned as 102.66 paradox damage per turn. Reality Smearing |
beneficial effect | The target is out of phase with reality, increasing defense by 64, resist all by 64%, and reducing the duration of detrimental timed effects by 64%. Out of Phase |
beneficial effect | This target is splitting all damage with its fugue clones. Temporal Fugue |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Rrear. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Rrear. Escort: lost anorithil (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Zuberiwen the skeleton archer. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Rrear. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by greater multi-hued wyrm. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by giant lightning ant. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Ikkitdr the quasit. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1773. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Serpentbraid' (25 def, 5 armour) pair of drakeskin leather boots 'Serpentbraid' (25 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+5 eff.) Fatigue: +5% Effects on melee hit: * 52% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +9 Str / +9 Con Changes resistances: +3% nature / +3% darkness Changes resistances penetration: +20% acid Changes damage: +9% nature / +10% physical Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | Cracklewreath the alchemist's lamp Cracklewreath the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +4 Changes stats: +3 Dex Changes resistances: +6% lightning Reduces incoming crit damage: 15.00% Blindness immunity: +38% Confusion immunity: +22% Maximum life: +10.00 Light radius: +7 See stealth: +17 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Poxcrack the drakeskin leather cap (5 def, 14 armour) Poxcrack the drakeskin leather cap (5 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +14 Defense: +5 (+1 eff.) Fatigue: +5% Changes stats: +2 Str / +4 Dex / +10 Cun / +10 Con Changes resistances: +3% nature / +7% all Changes damage: +3% nature Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Physical save: +15 (+3 eff.) A cap made of leather. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | voratun pickaxe 'Ce'Nulramira' (dig speed 8 turns) voratun pickaxe 'Ce'Nulramira' (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +5 Defense: +6 (+1 eff.) Fatigue: -10% Effects on melee hit: * 35% chance to disease Damage when hit (Melee): 4 blight / 8 temporal Changes stats: +17 Str / +10 Wil Changes resistances: +3% blight / +10% physical Changes damage: +12% blight / +12% arcane Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Speedy SpeedyInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +34 (+7 eff.) Damage when hit (Melee): 12 mind Changes stats: +1 Str / +1 Wil / +12 Cun / +4 Con Changes damage: +3% temporal Mental save: +15 (+3 eff.) Confusion immunity: +50% Life regen: +1.60 Maximum life: +100.00 Light radius: +2 Movement speed: +22% Healing mod.: +29% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
On fingers | Gloryralle the voratun ring Gloryralle the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+3 eff.) Changes stats: +7 Mag / +14 Cun / +3 Con Changes resistances: +3% acid Disarm immunity: +48% Pinning immunity: +60% Stun/Freeze immunity: +20% Knockback immunity: +35% Maximum life: +47.00 Spellpower: +13 (+3 eff.) Rings can have magical properties. |
Around neck | Thank You Merchant Thank You MerchantInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +20 (+4 eff.) Changes stats: +9 Str / +13 Dex / +20 Wil / +6 Con / +20 Lck Changes resistances: +3% light Changes damage: +6% light / +3% mind Grants telepathy: Dragon Physical save: +20 (+5 eff.) Life regen: +3.00 Equilibrium when hit: +0.12 Maximum life: +80.00 See invisible: +3 Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
In main hand | elven-wood starstaff 'Iseldata' (129% power, 5 apr, physical element) elven-wood starstaff 'Iseldata' (129% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +7.0% Physical power: +11 (+3 eff.) Changes resistances: +9% acid Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +8.00% Reduces incoming crit damage: 15.00% Physical save: +10 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +7 (+1 eff.) Spellpower: +29 (+6 eff.) Spell crit. chance: +21% Light radius: +3 Infravision radius: +2 It can be used to unleash an elemental blastwave, dealing 83.52 to 100.22 physical damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | Camehir CamehirInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +13 Str / +18 Dex / +13 Wil / +17 Cun / +9 Lck Changes resistances: +15% temporal Changes resistances penetration: +20% arcane Changes damage: +3% arcane Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +36 (+8 eff.) Spell save: +36 (+9 eff.) Mental save: +37 (+8 eff.) Infravision radius: +5 A belt that goes around your waist. |
In off hand | Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 46/50) : Effective talent level: 2.0 Power cost: 40 out of 46/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 30.34 acid and 30.70 blight damage. If not cleared after five turns it will inflict 172.26 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 226.97 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Main armor | elven-silk robe 'Flashtreason' (10 def, 5 armour) elven-silk robe 'Flashtreason' (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Defense: +10 (+2 eff.) Changes stats: +1 Dex / +2 Con Changes damage: +3% physical / +15% light / +36% all Physical save: +25 (+6 eff.) Only die when reaching: -40.00 life Maximum life: +40.00 Spellpower: +35 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 155.74 physical damage and 259.57 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 17%; cure magical, physical, mental) Primal Infusion (affinity 17%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 165) healing infusion of the duelist (heal 165)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 165 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 321) healing infusion of the psychic (heal 321)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 321 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 320) healing infusion of the psychic (heal 320)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 320 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 310) healing infusion of the psychic (heal 310)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 310 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 264) healing infusion of the wizard (heal 264)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 264 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 284) healing infusion of the wizard (heal 284)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 284 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 278) healing infusion of the wizard (heal 278)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+13 for 10 turns, die at -659) heroism infusion of the duelist (+13 for 10 turns, die at -659)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 10 turns. While Heroism is active, you will only die when reaching -659 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+23 for 10 turns, die at -995) heroism infusion of the sneak (+23 for 10 turns, die at -995)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 10 turns. While Heroism is active, you will only die when reaching -995 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+25 for 10 turns, die at -951) heroism infusion of the sneak (+25 for 10 turns, die at -951)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 10 turns. While Heroism is active, you will only die when reaching -951 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+16 for 11 turns, die at -740) heroism infusion of the titan (+16 for 11 turns, die at -740)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -740 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+14 for 9 turns, die at -568) heroism infusion of the titan (+14 for 9 turns, die at -568)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -568 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+16 for 11 turns, die at -708) heroism infusion of the warrior (+16 for 11 turns, die at -708)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -708 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+18 for 13 turns, die at -580) heroism infusion of the wizard (+18 for 13 turns, die at -580)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 13 turns. While Heroism is active, you will only die when reaching -580 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 8 turns, die at -1076) heroism infusion of the wizard (+19 for 8 turns, die at -1076)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 8 turns. While Heroism is active, you will only die when reaching -1076 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 11 turns, die at -762) heroism infusion of the wizard (+19 for 11 turns, die at -762)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -762 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 11 turns, die at -899) heroism infusion of the wizard (+19 for 11 turns, die at -899)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -899 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (695% speed; 6 turns) movement infusion of the psychic (695% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift 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. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (837% speed; 6 turns) movement infusion of the sneak (837% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 837% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (507% speed; 6 turns) movement infusion of the titan (507% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 507% 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. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (835% speed; 7 turns) movement infusion of the titan (835% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 835% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (708% speed; 7 turns) movement infusion of the wizard (708% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 708% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 444 over 5 turns) regeneration infusion of the psychic (heal 444 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 903 over 5 turns) regeneration infusion of the sneak (heal 903 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 903 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 623 over 5 turns) regeneration infusion of the sneak (heal 623 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 623 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 631 over 5 turns) regeneration infusion of the sneak (heal 631 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 631 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 472 over 5 turns) regeneration infusion of the titan (heal 472 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 472 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 486 over 5 turns) regeneration infusion of the warrior (heal 486 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 486 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 485 over 5 turns) regeneration infusion of the wizard (heal 485 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 485 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 384 over 5 turns) regeneration infusion of the wizard (heal 384 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 720 over 5 turns) regeneration infusion of the wizard (heal 720 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (68% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 720 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 23%; cure magical, physical) wild infusion of the psychic (resist 23%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 21%; cure physical) wild infusion of the psychic (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 36%; cure physical) wild infusion of the sneak (resist 36%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 35%; cure physical) wild infusion of the sneak (resist 35%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 22%; cure mental, physical) wild infusion of the titan (resist 22%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (602.00 temporal damage, removed from time 4 turns) Rune of the Rift (602.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Inflicts 878.92 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (524 acid damage; dur 5; apply 55) acid wave rune of the warrior (524 acid damage; dur 5; apply 55)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 524.16 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 55. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (378 fire damage) heat beam rune of the wizard (378 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 377.52 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (293 lightning damage) lightning rune (293 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 97.72 to 293.15 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (756 lightning damage) lightning rune of the psychic (756 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 251.87 to 755.61 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 319 for 4 turns) shielding rune of the duelist (absorb 319 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 319 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 499 for 5 turns) shielding rune of the duelist (absorb 499 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 499 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 438 for 6 turns) shielding rune of the psychic (absorb 438 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 438 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 563 for 6 turns) shielding rune of the psychic (absorb 563 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 563 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 532 for 3 turns) shielding rune of the psychic (absorb 532 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 532 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 645 for 4 turns) shielding rune of the psychic (absorb 645 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 645 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 632 for 6 turns) shielding rune of the psychic (absorb 632 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 632 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 797 for 5 turns) shielding rune of the sneak (absorb 797 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 797 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 594 for 5 turns) shielding rune of the sneak (absorb 594 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 594 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 523 for 5 turns) shielding rune of the titan (absorb 523 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 523 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 562 for 6 turns) shielding rune of the wizard (absorb 562 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 562 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Adubreba the Glitterblow Adubreba the GlitterblowInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 light / 4 blight Changes resistances: +12% acid Changes resistances penetration: +5% acid / +10% blight Changes damage: +12% light Cut immunity: +80% Light radius: +3 Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 344 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Baneg the stralite amulet Baneg the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +3% light / +13% physical / +5% arcane / +9% temporal Blindness immunity: +15% Knockback immunity: +5% Stamina each turn: +0.80 Amulets can have magical properties. |
Cyrulrawe the voratun amulet Cyrulrawe the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +1 Cun / +13 Str Changes damage: +9% mind Amulets can have magical properties. |
Emeliwen the Chargepiercer Emeliwen the ChargepiercerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% mind / +9% lightning Confusion immunity: +26% Maximum hate: +4.00 Amulets can have magical properties. |
Grinidir the Weeptaint Grinidir the WeeptaintInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 15% chance to corrode armour Changes stats: +10 Dex Changes resistances: +9% nature Changes resistances penetration: +15% light Changes damage: +9% nature Amulets can have magical properties. |
Haliruilar HaliruilarInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind / 8 temporal Changes stats: +9 Str / +6 Con Changes resistances: +25% lightning / +9% temporal Changes resistances penetration: +10% mind Changes damage: +12% mind Physical save: +12 (+3 eff.) Stun/Freeze immunity: +31% Life regen: +2.60 Maximum life: +62.00 Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 340 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Scabpython ScabpythonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% lightning / +18% temporal / +6% light Pinning immunity: +44% Knockback immunity: +28% Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Xanissra XanissraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +1 Wil Changes resistances: +6% nature / +6% cold Critical mult.: +10.00% Amulets can have magical properties. |
clarifying copper amulet of mastery (0.11 Chronomancy / Spellbinding) clarifying copper amulet of mastery (0.11 Chronomancy / Spellbinding)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind Talent mastery: +0.11 Chronomancy / Spellbinding Confusion immunity: +23% Amulets can have magical properties. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% mind Confusion immunity: +26% Amulets can have magical properties. |
enraging voratun amulet enraging voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Changes damage: +6% physical Combat speed: +10% Amulets can have magical properties. |
serendipitous voratun amulet of vision serendipitous voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +14 (+3 eff.) Changes stats: +8 Lck Blindness immunity: +35% Infravision radius: +7 Sight radius: +2 See invisible: +11 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
stabilizing voratun amulet of dexterity (+9) stabilizing voratun amulet of dexterity (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Dex Changes resistances: +23% temporal Pinning immunity: +30% Knockback immunity: +25% Amulets can have magical properties. |
stabilizing voratun amulet of mastery (0.26 Chronomancy / Timeline Threading) stabilizing voratun amulet of mastery (0.26 Chronomancy / Timeline Threading)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +16% temporal Talent mastery: +0.26 Chronomancy / Timeline Threading Pinning immunity: +21% Knockback immunity: +45% Amulets can have magical properties. |
starlit voratun amulet of strength (+6) starlit voratun amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str Changes resistances: +20% light / +23% darkness Blindness immunity: +39% Amulets can have magical properties. |
stralite amulet 'Dayraven' stralite amulet 'Dayraven'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes resistances: +12% acid Changes damage: +9% light / +12% acid Life regen: +3.10 Light radius: +2 Amulets can have magical properties. |
stralite amulet of constitution (+9) stralite amulet of constitution (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Con Amulets can have magical properties. |
voratun amulet of manastreaming voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +45.00 Amulets can have magical properties. |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Anelar the stralite ring Anelar the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +8 Dex Changes resistances: +5% arcane / +3% darkness / +9% nature Knockback immunity: +10% Rings can have magical properties. |
Bearuindil BearuindilPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +4 Mag Changes resistances penetration: +10% blight Critical mult.: +5.00% Spell save: +20 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +8 (+2 eff.) Rings can have magical properties. |
Belumina the gold ring Belumina the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +19% acid / +9% temporal / +22% cold / +28% lightning / +19% fire Changes damage: +9% blight Cut immunity: +5% Disarm immunity: +5% Rings can have magical properties. |
Brightvalor BrightvalorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% light Changes resistances penetration: +15% mind / +5% temporal Mental save: +9 (+2 eff.) Confusion immunity: +32% Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Duvachik DuvachikCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Str / +1 Dex Changes resistances: +6% mind Changes damage: +6% physical Critical mult.: +3.00% Maximum encumbrance: +40 Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +74.00 Rings can have magical properties. |
Eclipserune the voratun ring Eclipserune the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +38% acid Changes resistances penetration: +10% blight Changes damage: +19% acid / +6% darkness Grants telepathy: Dragon Critical mult.: +15.00% Mental save: +32 (+7 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +1% Rings can have magical properties. |
Eilinita the steel ring Eilinita the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -2% Changes stats: +3 Con Changes resistances: +24% light / +1% physical Changes damage: +12% light Maximum encumbrance: +20 Physical save: +10 (+2 eff.) Healing mod.: +10% Rings can have magical properties. |
Eruhek the gold ring Eruhek the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Physical power: +7 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +5 Cun / +8 Wil Changes damage: +6% arcane Mana each turn: +0.08 Spellpower: +11 (+3 eff.) Mindpower: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 410.31 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 6 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Faledir FaledirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +3 Cun / +7 Str Changes resistances: +3% blight Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Rings can have magical properties. |
Flarewilder the gold ring Flarewilder the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% blight / +24% fire Spell save: +3 (+1 eff.) Stun/Freeze immunity: +34% Life regen: +2.20 Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Goreslice GoresliceInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 physical Changes stats: +5 Wil Changes resistances: +6% nature Physical save: +25 (+6 eff.) Mental save: +10 (+2 eff.) Rings can have magical properties. |
Hettanarihek the stralite ring Hettanarihek the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind / 4 arcane Changes resistances: +34% light / +15% mind Changes resistances penetration: +5% arcane / +5% mind Changes damage: +17% light Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Isitta the steel ring Isitta the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease * 20% chance to gain 10% of a turn Changes resistances: +6% temporal Changes resistances penetration: +5% blight Life regen: +1.10 Maximum life: +48.00 Healing mod.: +14% Rings can have magical properties. |
Kilnwilder the voratun ring Kilnwilder the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +5% arcane / +21% fire Changes resistances penetration: +15% fire Changes damage: +3% fire Blindness immunity: +50% Infravision radius: +5 See stealth: +25 See invisible: +25 Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 41 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Pyrebloom the stralite ring Pyrebloom the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +15% temporal / +3% fire Changes damage: +6% temporal Critical mult.: +10.00% Maximum psi: +10.00 Spellpower: +10 (+2 eff.) Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
SIlly Merchant SIlly MerchantInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Fatigue: -10% Damage when hit (Melee): 12 blight Changes stats: +12 Str / +10 Con Changes resistances: +40% nature / +5% arcane Changes damage: +20% nature / +3% arcane Maximum encumbrance: +40 Mental save: +14 (+3 eff.) Confusion immunity: +50% Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Searseam the steel ring Searseam the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 fire Changes stats: +4 Str / +3 Cun / +3 Con Changes damage: +6% fire Rings can have magical properties. |
Strikeserpent StrikeserpentCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Damage when hit (Melee): 8 mind / 4 lightning Changes stats: +5 Str Changes resistances: +6% lightning Changes damage: +3% mind Critical mult.: +15.00% Rings can have magical properties. |
gladiator's stralite ring gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +8 Str / +7 Con Rings can have magical properties. |
gold ring 'Borarek' gold ring 'Borarek'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Mag / +5 Cun Changes damage: +12% arcane Physical save: +3 (+0 eff.) Maximum life: +30.00 Spellpower: +8 (+2 eff.) Rings can have magical properties. |
marksman's voratun ring of darkness (+32%) marksman's voratun ring of darkness (+32%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Changes resistances: +32% darkness Changes damage: +16% darkness Rings can have magical properties. |
mule's stralite ring of clarity mule's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Mental save: +12 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
pixie's voratun ring pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Mag Spellpower: +12 (+3 eff.) Rings can have magical properties. |
psionicist's stralite ring of arcana(+0.26/turn) psionicist's stralite ring of arcana(+0.26/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Silence immunity: +32% Mana each turn: +0.26 Rings can have magical properties. |
psionicist's stralite ring of frost (+30%) psionicist's stralite ring of frost (+30%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Wil Changes resistances: +30% cold Changes damage: +15% cold Mental save: +18 (+4 eff.) Rings can have magical properties. |
rogue's gold ring of time (+13%) rogue's gold ring of time (+13%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Cun Changes resistances: +13% temporal Changes damage: +13% temporal Rings can have magical properties. |
savior's voratun ring of corrosion (+34%) savior's voratun ring of corrosion (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +34% acid Changes damage: +17% acid Physical save: +16 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +17 (+4 eff.) Rings can have magical properties. |
steel ring 'Cloudbiter' steel ring 'Cloudbiter'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +7 Physical power: +9 (+3 eff.) Fatigue: -6% Effects on melee hit: * 15% chance to daze Spellpower: +9 (+2 eff.) Mindpower: +9 (+2 eff.) Rings can have magical properties. |
steel ring 'Glimmerobsidian' steel ring 'Glimmerobsidian'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% blight / +20% cold / +6% nature / +3% light Changes resistances penetration: +5% acid Changes damage: +10% cold Poison immunity: +12% Disease immunity: +16% Stun/Freeze immunity: +29% Life regen: +1.40 Light radius: +2 Rings can have magical properties. |
stralite ring 'Phoenixnail' stralite ring 'Phoenixnail'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Changes stats: +5 Con Changes resistances penetration: +5% mind / +15% fire Physical save: +9 (+2 eff.) Spell save: +14 (+4 eff.) Life regen: +0.40 Maximum stamina: +30.00 Healing mod.: +15% Rings can have magical properties. |
titan's gold ring titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
titan's voratun ring of tenacity titan's voratun ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Physical save: +20 (+5 eff.) Disarm immunity: +42% Pinning immunity: +37% Knockback immunity: +50% Maximum life: +50.00 Rings can have magical properties. |
titan's voratun ring of the mind (+20%) titan's voratun ring of the mind (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +20% mind Changes damage: +20% mind Physical save: +18 (+4 eff.) Rings can have magical properties. |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.40 Maximum life: +97.00 Healing mod.: +30% Rings can have magical properties. |
warrior's voratun ring of clarity warrior's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str Mental save: +8 (+2 eff.) Confusion immunity: +31% Rings can have magical properties. |
wizard's steel ring of perseverance wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +28% Life regen: +1.00 Rings can have magical properties. |
wizard's stralite ring of clarity wizard's stralite ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+3 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +41% Rings can have magical properties. |
Rod of Sarrilon (136% power, 4 apr, temporal element) Rod of Sarrilon (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Yarykan (136% power, 6 apr, physical element) Yarykan (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Fatigue: -6% Changes stats: +9 Mag / +10 Cun / +12 Con Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +28.00% Maximum encumbrance: +30 Mana each turn: +0.37 Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +43.00 Spellpower: +33 (+7 eff.) Spell crit. chance: +20% Healing mod.: +15% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Berychik the Glitterquill Berychik the GlitterquillCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag Changes resistances penetration: +18% physical Changes damage: +3% light / +25% physical Light radius: +3 A belt that goes around your waist. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Lorydurak LorydurakPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +3 Dex / +1 Mag Changes resistances: +15% cold / +8% fire Physical save: +9 (+2 eff.) Mental save: +13 (+3 eff.) Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +50.00 Maximum hate: +17.00 Maximum psi: +38.00 Maximum vim: +37.00 Maximum pos.energy: +39.00 Maximum neg.energy: +29.00 Spellpower: +11 (+3 eff.) Light radius: +1 Infravision radius: +3 See invisible: +6 Reduces paradox anomalies(equivalent to willpower): +18 A belt that goes around your waist. |
Xanugaba XanugabaInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Cun / +6 Wil Changes resistances: +16% acid / +9% fire / +9% lightning / +9% cold Changes damage: +6% acid Life regen: +3.60 Psi when hit: +0.04 Maximum life: +68.00 Mindpower: +6 (+1 eff.) Healing mod.: +25% A belt that goes around your waist. |
hardened leather belt 'Belarath' hardened leather belt 'Belarath'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +4 Cun / +3 Wil Changes damage: +3% physical Reduced damage from: +26% Summoned Reduces incoming crit damage: 10.00% Mental save: +8 (+2 eff.) Life regen: +2.40 Stamina each turn: +0.20 Maximum life: +85.00 Healing mod.: +13% A belt that goes around your waist. |
Camychik the cashmere cloak (2 def, 6 armour) Camychik the cashmere cloak (2 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +3% physical / +18% darkness / +13% blight / +14% cold / +14% nature / +6% fire Changes resistances penetration: +8% darkness / +10% temporal Changes damage: +6% darkness Stealth bonus: +14 Stun/Freeze immunity: +5% Life regen: +1.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chamugas the elven-silk cloak (15 def, 11 armour) Chamugas the elven-silk cloak (15 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +15 (+3 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +26% cold Changes resistances penetration: +10% blight / +5% mind / +5% acid Changes damage: +6% blight Physical save: +28 (+6 eff.) Maximum life: +79.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+7 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Emilraritta (7 def, 5 armour) Emilraritta (7 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Armour: +5 Defense: +7 (+2 eff.) Changes stats: +5 Mag Changes resistances: +7% light / +8% darkness Changes damage: +8% light / +9% temporal Maximum encumbrance: +30 Spell save: +19 (+5 eff.) Stamina each turn: +0.80 Mana each turn: +0.19 Maximum life: +32.00 Maximum mana: +68.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +12% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.3 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 3 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
stargazer's elven-silk robe of Linaniil (5 def, 0 armour) stargazer's elven-silk robe of Linaniil (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Cun Changes damage: +18% light / +20% darkness Mana each turn: +0.39 Maximum mana: +98.00 Spellpower: +38 (+8 eff.) Spell crit. chance: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beryruilach the pair of dwarven-steel boots (0 def, 4 armour) Beryruilach the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 12 blight Changes stats: +4 Cun / +3 Dex Changes resistances penetration: +15% arcane Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
DarkFire Boots of GLORY (25 def, 5 armour) DarkFire Boots of GLORY (25 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Armour: +5 Defense: +25 (+5 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 physical Changes stats: +3 Con / +5 Mag Changes resistances: +3% acid / +15% fire / +12% cold Changes resistances penetration: +15% physical Changes damage: +6% physical Spell save: +8 (+2 eff.) Lowers spell cool-downs by: 10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 45 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Polatta the Magmaoblivion (0 def, 15 armour) Polatta the Magmaoblivion (0 def, 15 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Damage when hit (Melee): 12 fire Changes stats: +5 Cun / +11 Con Changes resistances: +6% nature / +3% fire Reduces incoming crit damage: 5.00% Physical save: +21 (+5 eff.) Mental save: +22 (+5 eff.) Stamina each turn: +1.10 Maximum stamina: +40.00 Infravision radius: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorched Boots (4 def, 4 armour) Scorched Boots (4 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+3 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 30 power out of 40/40) : Effective talent level: 3.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 45.18 blight damage and is poisoned for 180.71 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, reducing healing factor by 78%. At talent level 4 you have a chance to inflict Numbing Blight, reducing damage dealt by 47%. At talent level 6 you have a chance to inflict Crippling Blight, giving a 39% chance for talent failure. The chance is evenly split between possible effects. The damage and secondary effects will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Sunhue (0 def, 5 armour) Sunhue (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 arcane / 4 light Changes resistances: +15% lightning / +8% temporal / +6% arcane / +6% blight Changes resistances penetration: +5% arcane / +5% blight Changes damage: +6% blight Life regen: +5.50 Healing mod.: +30% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Aeramitha (0 def, 2 armour) Aeramitha (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% lightning Spell save: +6 (+2 eff.) Disarm immunity: +10% Confusion immunity: +10% Life regen: +3.00 Stamina each turn: +0.60 Psi each turn: +0.26 Only die when reaching: -80.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 169.87 fire damage and 205.51 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 99.71 to 299.13 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
drakeskin leather gloves of war-making (0 def, 3 armour) drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Critical mult.: +9.00% Spell crit. chance: +14% Mental crit. chance: +13% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Smoldermortal (3 def, 0 armour) Smoldermortal (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 temporal Changes stats: +10 Mag / +10 Con Changes resistances: +28% light / +30% fire Changes resistances penetration: +15% fire Changes damage: +13% acid / +19% light / +15% lightning / +12% blight / +15% fire / +30% arcane / +15% cold Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Woerock' (5 def, 12 armour) drakeskin leather cap 'Woerock' (5 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +5 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 16 arcane / 8 darkness Changes stats: +9 Str / +7 Dex Changes resistances: +6% darkness / +4% all Changes resistances penetration: +10% arcane Physical save: +5 (+1 eff.) Stamina when hit: +3.00 Equilibrium when hit: +1.90 A cap made of leather. |
elven-silk wizard hat 'Beliwe' (3 def, 0 armour) elven-silk wizard hat 'Beliwe' (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +30% fire / +6% light / +6% nature Changes damage: +9% arcane / +20% fire Physical save: +6 (+1 eff.) Silence immunity: +5% Stun/Freeze immunity: +15% Life regen: +6.00 Psi each turn: +0.38 Mana when firing critical spell: +2.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Drisafast' (3 def, 0 armour) elven-silk wizard hat 'Drisafast' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +3 (+1 eff.) Changes stats: +2 Str / +2 Dex / +7 Mag / +7 Cun / +7 Con Changes damage: +13% arcane Physical save: +20 (+5 eff.) Mental save: +9 (+2 eff.) Life regen: +6.00 Only die when reaching: -20.00 life Healing mod.: +15% Damage Shield Power: +12% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
psion's elven-silk wizard hat of the mountain (+19%) (3 def, 0 armour) psion's elven-silk wizard hat of the mountain (+19%) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +19% mind / +20% physical Changes damage: +16% mind / +20% physical Physical save: +12 (+3 eff.) Mental save: +16 (+4 eff.) Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
voratun helm 'Lisiwe' (4 def, 7 armour) voratun helm 'Lisiwe' (4 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +6 Str / +2 Dex / +9 Wil / +6 Con Changes resistances: +21% lightning / +15% temporal / +12% blight / +6% mind / +9% acid Physical save: +14 (+3 eff.) Mental save: +30 (+6 eff.) Teleport immunity: +10% Maximum mana: +40.00 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Wretchreign' (8 def, 13 armour) voratun helm 'Wretchreign' (8 def, 13 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 nature Changes stats: +9 Str / +5 Wil / +4 Con Changes resistances: +3% lightning / +6% nature / +6% all Changes damage: +6% nature Physical save: +15 (+3 eff.) Mental save: +12 (+3 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
216 alchemist agate 216 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chargestake (dig speed 25 turns) Chargestake (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Str Changes resistances: +24% lightning / +9% fire Changes damage: +6% lightning Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cracklewild (dig speed 30 turns) Cracklewild (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +3 Mag Changes resistances: +9% mind Changes resistances penetration: +10% mind Changes damage: +6% mind Maximum mana: +41.00 Spell crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Saleda the iron pickaxe (dig speed 37 turns) Saleda the iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature Physical save: +3 (+0 eff.) Maximum life: +20.00 Maximum stamina: +5.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Earutar the Splendourtide Earutar the SplendourtidePowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 20 acid / 30 fire Changes stats: +5 Con Changes resistances: +15% blight / +8% fire / +9% light Changes damage: +6% mind / +6% light Mental save: +10 (+2 eff.) Life regen: +4.70 Light radius: +4 See stealth: +17 See invisible: +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Hanuhad the Lightbile Hanuhad the LightbileInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 4 acid Changes resistances: +6% acid / +9% fire / +5% arcane Changes damage: +6% acid Maximum life: +80.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Vorema the alchemist's lamp Vorema the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Grants telepathy: Dragon Maximum life: +57.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Dayclamor' dwarven lantern 'Dayclamor'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% light Changes damage: +3% light Physical save: +18 (+4 eff.) Mental save: +12 (+3 eff.) Stun/Freeze immunity: +15% Mindpower: +12 (+3 eff.) Mental crit. chance: +9% Light radius: +4 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Dull red runes are etched all over this blackened skull. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 700.70 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 899.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of thermal psionic shield 'Korystir' [power 85] (20 cooldown) dwarven-steel torque of thermal psionic shield 'Korystir' [power 85] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Maximum wards: +3 physical / +4 mind / +4 darkness Changes damage: +6% physical Talent granted: +1 Ward Cut immunity: +15% Only die when reaching: -80.00 life It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 85 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Manyndil [power 11] (4 cooldown) Manyndil [power 11] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% temporal / +9% fire Physical save: +9 (+2 eff.) Silence immunity: +10% Stun/Freeze immunity: +30% It can be used to reveal the area around you, dispelling darkness (radius 11, power 84 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic elven-wood wand of trap destruction [power 84] (15 cooldown) volcanic elven-wood wand of trap destruction [power 84] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +3 Volcano It can be used to disarm traps (84 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Rrear the Cornac Paradox Mage level 40
45th Regrowth 123rd year of Ascendancy at 00:57 see stats
By Rrear the Cornac Paradox Mage level 50
8th Mirth 123rd year of Ascendancy at 08:27 see stats
By Rrear the Cornac Paradox Mage level 40
43rd Regrowth 123rd year of Ascendancy at 06:21 see stats
By Rrear the Cornac Paradox Mage level 50
7th Haze 123rd year of Ascendancy at 00:24 see stats
By Rrear the Cornac Paradox Mage level 50
79th Pyre 123rd year of Ascendancy at 07:47 see stats
By Rrear the Cornac Paradox Mage level 44
58th Regrowth 123rd year of Ascendancy at 15:41 see stats
By Rrear the Cornac Paradox Mage level 35
29th Regrowth 123rd year of Ascendancy at 05:55 see stats
By Rrear the Cornac Paradox Mage level 8
6th Mirth 122nd year of Ascendancy at 07:26 see stats
By Rrear the Cornac Paradox Mage level 42
54th Regrowth 123rd year of Ascendancy at 12:47 see stats
By Rrear the Cornac Paradox Mage level 42
51st Regrowth 123rd year of Ascendancy at 22:22 see stats
By Rrear the Cornac Paradox Mage level 31
8th Regrowth 123rd year of Ascendancy at 11:11 see stats
By Rrear the Cornac Paradox Mage level 50
30th Haze 123rd year of Ascendancy at 07:18 see stats
By Rrear the Cornac Paradox Mage level 21
75th Dusk 122nd year of Ascendancy at 13:00 see stats
By Rrear the Cornac Paradox Mage level 29
4th Allure 123rd year of Ascendancy at 20:46 see stats
By Rrear the Cornac Paradox Mage level 9
6th Flare 122nd year of Ascendancy at 23:36 see stats
By Rrear the Cornac Paradox Mage level 50
58th Dusk 123rd year of Ascendancy at 14:37 see stats
By Rrear the Cornac Paradox Mage level 23
79th Dusk 122nd year of Ascendancy at 10:06 see stats
By Rrear the Cornac Paradox Mage level 10
9th Flare 122nd year of Ascendancy at 15:35 see stats
By Rrear the Cornac Paradox Mage level 20
72nd Dusk 122nd year of Ascendancy at 19:18 see stats
By Rrear the Cornac Paradox Mage level 30
4th Allure 123rd year of Ascendancy at 20:46 see stats
By Rrear the Cornac Paradox Mage level 40
41st Regrowth 123rd year of Ascendancy at 23:15 see stats
By Rrear the Cornac Paradox Mage level 50
35th Pyre 123rd year of Ascendancy at 15:57 see stats
By Rrear the Cornac Paradox Mage level 50
56th Dusk 123rd year of Ascendancy at 15:23 see stats
By Rrear the Cornac Paradox Mage level 50
30th Haze 123rd year of Ascendancy at 07:18 see stats
By Rrear the Cornac Paradox Mage level 50
42nd Dusk 123rd year of Ascendancy at 09:27 see stats
By Rrear the Cornac Paradox Mage level 19
45th Dusk 122nd year of Ascendancy at 01:11 see stats
By Rrear the Cornac Paradox Mage level 32
11st Regrowth 123rd year of Ascendancy at 15:49 see stats
By Rrear the Cornac Paradox Mage level 50
28th Haze 123rd year of Ascendancy at 09:33 see stats
By Rrear the Cornac Paradox Mage level 25
23rd Haze 122nd year of Ascendancy at 07:40 see stats
By Rrear the Cornac Paradox Mage level 43
54th Regrowth 123rd year of Ascendancy at 17:11 see stats
By Rrear the Cornac Paradox Mage level 34
20th Regrowth 123rd year of Ascendancy at 21:15 see stats
By Rrear the Cornac Paradox Mage level 7
79th Pyre 122nd year of Ascendancy at 20:38 see stats
By Rrear the Cornac Paradox Mage level 50
56th Dusk 123rd year of Ascendancy at 05:10 see stats
By Rrear the Cornac Paradox Mage level 20
73rd Dusk 122nd year of Ascendancy at 07:58 see stats
By Rrear the Cornac Paradox Mage level 25
14th Haze 122nd year of Ascendancy at 18:23 see stats
By Rrear the Cornac Paradox Mage level 46
2nd Pyre 123rd year of Ascendancy at 00:23 see stats
By Rrear the Cornac Paradox Mage level 27
44th Haze 122nd year of Ascendancy at 18:29 see stats
By Rrear the Cornac Paradox Mage level 17
21st Dusk 122nd year of Ascendancy at 14:00 see stats
By Rrear the Cornac Paradox Mage level 50
34th Haze 123rd year of Ascendancy at 07:15 see stats
By Rrear the Cornac Paradox Mage level 39
41st Regrowth 123rd year of Ascendancy at 23:15 see stats
By Rrear the Cornac Paradox Mage level 6
78th Pyre 122nd year of Ascendancy at 08:08 see stats
Log
Rrear lessens the pain.
Rrear casts Rune: Phase Door.
Rrear is out of phase.
Talent Gravity Well is ready to use.
Talent Seal Fate is ready to use.
Talent Wormhole is ready to use.
Rrear receives 112 healing from Temporal Restoration Field.
Rrear receives 35 healing.
Atamathon the Giant Golem uses Mark Prey.
Atamathon the Giant Golem uses Mark Prey.
Rrear uses Infusion: Regeneration.
Rrear starts regenerating health quickly.
Spacetime fights against your control!
Talent Temporal Reprieve is ready to use.
Rrear receives 112 healing from Temporal Restoration Field.
Rrear receives 35 healing.
The odds have tilted.
Atamathon the Giant Golem speeds up.
Atamathon the Giant Golem starts regenerating health quickly.
Atamathon the Giant Golem lessens the pain.
You've moved to another time thread.
Spacetime has calmed... somewhat.
Your summoned Rrear disappears.
Your summoned Rrear disappears.
Atamathon the Giant Golem casts Bone Grab.
Atamathon the Giant Golem's spell attains critical power!
Atamathon the Giant Golem is mimicking Rrear. (+1 Strength, +1 Dexterity, +1 Magic, +2 Willpower, +2 Cunning, +1 Constitution)
Saving game...