Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Paradox Mage |
Level / Exp | 50 / 1212% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 47 (base 13) |
Dexterity | 56 (base 25) |
Constitution | 20 (base 9) |
Magic | 126 (base 62) |
Willpower | 101 (base 60) |
Cunning | 129.6 (base 65) |
Resources
Life | 1245/1245 |
Mana | 746/749 |
Paradox | 300 |
Positive | 0/177 |
Healing Factor | 1.3 |
Regeneration | 0.325 |
Speed
Mental | -4.9960036108132E-12% |
Attack | -4.9960036108132E-12% |
Movement | +36.80425806594% |
Spell | -4.9960036108132E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | -5 |
Infravision | 14 |
Offense: Mainhand
Damage | 73 |
Accuracy | 43 |
Crit Chance | 45% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 88 |
Crit Chance | 75% |
Speed | 1.0000000000001 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 51% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
All | +21% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 60.760943706685 (30%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 6 |
Physical Save | 51 |
Spell Save | 55 |
Mental Save | 59 |
Defense: Resistances
All | + 29%( 70%) |
Defense: Immunities
Pinning Resistance | 15% |
Bleed Resistance | 19% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 15% |
Stun Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 739% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 62%, your defense is increased by 62 and all your resistances by 62%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 1085% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 754 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Stasis | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Chronomancy / Timeline Threading | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Premonition |
talent | Contingency |
talent | Reality Smearing |
talent | Disintegration |
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Chant of Fortress |
talent | Gravity Locus |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have 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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 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 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: 1183. | 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 AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery 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. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within5 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 | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 19 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Light source | Xeba the Searobeisance Xeba the SearobeisancePowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +11 Cun Changes resistances: +9% temporal / +15% light / +10% cold / +3% nature / +12% fire Changes resistances penetration: +20% mind / +5% fire Changes damage: +14% darkness Damage affinity(heal): +5% darkness Physical save: +14 (+5 eff.) Light radius: -6 Infravision radius: +14 Healing mod.: +30% Defense after a teleport: +14 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 406.32 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Berinik' (8 def, 11 armour) voratun helm 'Berinik' (8 def, 11 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +11 Defense: +8 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +5% Changes stats: +5 Dex / +6 Mag / +7 Wil / +4 Cun Changes resistances: +7% all / +9% fire Changes damage: +15% blight / +20% arcane Physical save: +14 (+5 eff.) Poison immunity: +15% Pinning immunity: +15% Spell crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 436.18 temporal and 400.02 darkness damage (based on Magic), costing 16 power out of 17/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
On fingers | Glowking the voratun ring Glowking the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +18 (+6 eff.) Defense: +16 (+5 eff.) Effects on melee hit: * 40% chance to blind Changes stats: +18 Cun / +9 Dex Changes damage: +7% all Critical mult.: +5.00% Psi when hit: +0.12 Spellpower: +14 (+3 eff.) Mindpower: +14 (+3 eff.) Mental crit. chance: +1% Light radius: +2 Rings can have magical properties. |
On fingers | Lisedhethra LisedhethraPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+5 eff.) Changes stats: +1 Str / +7 Mag / +5 Wil Changes resistances: +5% arcane / +40% cold Changes damage: +20% cold / +7% all Critical mult.: +3.00% Maximum stamina: +5.00 Spellpower: +31 (+7 eff.) Mindpower: +20 (+5 eff.) Rings can have magical properties. |
Around waist | drakeskin leather belt 'Lightningworth' drakeskin leather belt 'Lightningworth'Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +13 Str / +7 Dex / +7 Wil / +6 Cun / +6 Con Changes resistances: +18% acid / +39% lightning / +20% fire / +12% nature / +20% cold Changes resistances penetration: +15% lightning / +5% nature Physical save: +35 (+11 eff.) Spell save: +19 (+6 eff.) Mental save: +20 (+5 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Gomira (30-36 power, 6 apr, temporal element) Gomira (30-36 power, 6 apr, temporal 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Maximum wards: +3 darkness / +3 temporal / +3 light / +3 physical Changes damage: +30% darkness / +30% temporal / +30% light / +30% physical Talents granted: +1 Command Staff +4 Ward Maximum hate: +6.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Mindpower: +16 (+4 eff.) Mental crit. chance: +3% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 88.80 to 106.55 temporal damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 24 power out of 30/30) : Effective talent level: 4.8 Power cost: 24 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 152.62 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Main armor | 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 (+3 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 40 power out of 50/50) : Effective talent level: 1.3 Power cost: 40 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 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. |
Cloak | Baludemnir (2 def, 0 armour) Baludemnir (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 acid Changes stats: +6 Mag / +9 Wil / +3 Cun Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Spell crit. chance: +7% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 40 power out of 80/80) : Effective talent level: 1.3 Power cost: 40 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% 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 166.41 physical damage and 220.06 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. |
healing infusion of the warrior (heal 212) healing infusion of the warrior (heal 212)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 212 and cleanse 1 wound and poison effect. 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. |
healing infusion of the wizard (heal 415) healing infusion of the wizard (heal 415)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 415 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 401) healing infusion of the wizard (heal 401)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 401 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 419) healing infusion of the wizard (heal 419)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 419 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 (+15 for 12 turns, die at -836) heroism infusion of the duelist (+15 for 12 turns, die at -836)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 15 for 12 turns. While Heroism is active, you will only die when reaching -836 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 duelist (+15 for 11 turns, die at -836) heroism infusion of the duelist (+15 for 11 turns, die at -836)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: 24 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 15 for 11 turns. While Heroism is active, you will only die when reaching -836 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 warrior (+15 for 12 turns, die at -887) heroism infusion of the warrior (+15 for 12 turns, die at -887)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: 24 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 15 for 12 turns. While Heroism is active, you will only die when reaching -887 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 (+25 for 10 turns, die at -1007) heroism infusion of the wizard (+25 for 10 turns, die at -1007)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: 24 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 -1007 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 (1060% speed; 9 turns) movement infusion of the psychic (1060% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 1060% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 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 psychic (683% speed; 6 turns) movement infusion of the psychic (683% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 683% 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 psychic (782% speed; 6 turns) movement infusion of the psychic (782% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 782% 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 titan (778% speed; 9 turns) movement infusion of the titan (778% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 778% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 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. |
regeneration infusion of the sneak (heal 973 over 5 turns) regeneration infusion of the sneak (heal 973 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 (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 973 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 wizard (heal 894 over 5 turns) regeneration infusion of the wizard (heal 894 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 894 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 940 over 5 turns) regeneration infusion of the wizard (heal 940 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 (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 940 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. |
sun infusion of the sneak (rad 10; power 80; turns 3; dispells darkness) sun infusion of the sneak (rad 10; power 80; turns 3; dispells darkness)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: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 40). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 80) for 3 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. |
wild infusion (resist 29%; cure mental) wild infusion (resist 29%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 effect and reduce all damage taken by 29% for 8 turns. Also removes cross-tier effects of the affected types for free. 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 (resist 30%; cure physical) wild infusion (resist 30%; cure physical)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 cure yourself of one random physical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 33%; cure magical) wild infusion of the psychic (resist 33%; cure magical)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: 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 magical effect and reduce all damage taken by 33% 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. |
heat beam rune of the sneak (597 fire damage) heat beam rune of the sneak (597 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: 9 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 596.86 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 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. |
lightning rune of the wizard (709 lightning damage) lightning rune of the wizard (709 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 236.28 to 708.84 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 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. |
manasurge rune of the wizard (2169% regen over 10 turns; 108 instant mana) manasurge rune of the wizard (2169% regen over 10 turns; 108 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2169% for 10 turns and instantly restoring 108 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune of the sneak (range 23; power 71; dur 6) phase door rune of the sneak (range 23; power 71; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 71%, your defense is increased by 71 and all your resistances by 71%. 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 warrior (absorb 563 for 8 turns) shielding rune of the warrior (absorb 563 for 8 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 563 damage for 8 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 646 for 8 turns) shielding rune of the wizard (absorb 646 for 8 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 646 damage for 8 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. |
teleportation rune of the psychic (range 219) teleportation rune of the psychic (range 219)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 219 with a minimum range of 15. 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. |
Baluyon the voratun amulet Baluyon the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Str Changes resistances: +27% lightning Changes damage: +12% physical Poison immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +49% Maximum hate: +2.00 Mental crit. chance: +3% Amulets can have magical properties. |
Branevon BranevonCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn Changes resistances: +3% temporal Changes damage: +6% temporal Talent mastery: +0.28 Chronomancy / Spacetime Weaving Amulets can have magical properties. |
Crackletooth the stralite amulet Crackletooth the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 nature Changes damage: +9% lightning Teleport immunity: +50% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
Getodegrim GetodegrimInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -10% Damage when hit (Melee): 8 physical Changes stats: +9 Str / +4 Dex / +8 Wil Cut immunity: +80% Life regen: +3.30 Stamina each turn: +0.20 Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 434 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Glitterglamour the gold amulet Glitterglamour the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 darkness / 8 light Changes stats: +7 Str Changes resistances: +3% light Changes resistances penetration: +15% light Amulets can have magical properties. |
Lisydakira LisydakiraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Changes stats: +2 Str / +2 Cun / +2 Con Critical mult.: +12.00% Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 24 power out of 30/30) : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 23% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Tempestfurnace TempestfurnacePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 lightning Changes stats: +5 Dex / +3 Wil / +4 Cun / +6 Con Changes resistances: +3% mind Changes resistances penetration: +5% lightning / +10% mind Changes damage: +5% blight / +7% fire / +3% lightning Critical mult.: +12.00% Mental save: +8 (+2 eff.) Confusion immunity: +14% Life regen: +0.60 Stamina each turn: +0.60 Spellpower: +5 (+1 eff.) Mindpower: +7 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Xerath the Lustrerace Xerath the LustreraceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 light Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Talent mastery: +0.26 Chronomancy / Chronomancy Amulets can have magical properties. |
Zeruhek ZeruhekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +3% light / +25% temporal Changes damage: +3% mind Critical mult.: +20.00% Mental save: +9 (+2 eff.) Pinning immunity: +44% Knockback immunity: +44% Amulets can have magical properties. |
cleansing voratun amulet of strength (+10) cleansing voratun amulet of strength (+10)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str Changes resistances: +30% nature / +22% blight Poison immunity: +36% Disease immunity: +47% Amulets can have magical properties. |
cleansing voratun amulet of willpower (+10) cleansing voratun amulet of willpower (+10)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +30% nature / +28% blight Poison immunity: +48% Disease immunity: +50% Amulets can have magical properties. |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
gold amulet of magic (+4) gold amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Amulets can have magical properties. |
insulating copper amulet of strength (+3) insulating copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% cold / +12% fire Amulets can have magical properties. |
insulating gold amulet of dexterity (+6) insulating gold amulet of dexterity (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Dex Changes resistances: +12% cold / +18% fire Amulets can have magical properties. |
protective gold amulet protective gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Changes resistances cap: +4% all Physical save: +8 (+3 eff.) Amulets can have magical properties. |
savior's gold amulet of magic (+3) savior's gold amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Physical save: +10 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +16 (+4 eff.) Amulets can have magical properties. |
savior's voratun amulet of soulsearing savior's voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +15% blight / +15% fire Critical mult.: +20.00% Physical save: +25 (+8 eff.) Spell save: +24 (+7 eff.) Mental save: +19 (+5 eff.) Spellpower: +14 (+3 eff.) Amulets can have magical properties. |
stabilizing copper amulet of dexterity (+2) stabilizing copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +23% Amulets can have magical properties. |
stabilizing copper amulet of mastery (0.11 Chronomancy / Timeline Threading) stabilizing copper amulet of mastery (0.11 Chronomancy / Timeline Threading)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.11 Chronomancy / Timeline Threading Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
steel amulet 'Rherath' steel amulet 'Rherath'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +7 Str / +6 Dex / +10 Wil Changes resistances penetration: +5% temporal Grants telepathy: Demon/Minor Demon/Major Amulets can have magical properties. |
steel amulet of dexterity (+3) steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
steel amulet of mastery (0.16 Chronomancy / Matter) steel amulet of mastery (0.16 Chronomancy / Matter)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.16 Chronomancy / Matter Amulets can have magical properties. |
stralite amulet of cunning (+6) stralite amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun Amulets can have magical properties. |
stralite amulet of soulsearing stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +11% blight / +10% fire Critical mult.: +18.00% Spellpower: +8 (+2 eff.) Amulets can have magical properties. |
warrior's voratun amulet warrior's voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +11% physical Stamina each turn: +0.70 Amulets can have magical properties. |
Aeruribeth the Blastpain Aeruribeth the BlastpainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +15% lightning Stun/Freeze immunity: +24% Life regen: +1.20 Rings can have magical properties. |
Cyredanor CyredanorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Dex / +1 Cun / +1 Con Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +41% Maximum life: +44.00 Infravision radius: +2 Rings can have magical properties. |
Dourwalker DourwalkerCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+5 eff.) Defense: +17 (+5 eff.) Damage when hit (Melee): 12 darkness Changes resistances: +9% darkness / +3% acid Changes damage: +3% acid Stun/Freeze immunity: +29% Life regen: +1.90 Movement speed: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Ereloharastir the Fogwar Ereloharastir the FogwarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Damage when hit (Melee): 12 fire Changes stats: +5 Con Changes resistances: +9% mind / +3% nature Changes damage: +6% darkness Spell save: +20 (+6 eff.) Disease immunity: +5% Silence immunity: +10% Only die when reaching: -60.00 life Maximum stamina: +35.00 Rings can have magical properties. |
Getysarig the Scorchshaper Getysarig the ScorchshaperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +1 Fatigue: -4% Changes stats: +3 Str Changes resistances: +2% physical Changes damage: +6% fire Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +49% Equilibrium when hit: +0.04 Maximum life: +50.00 Maximum stamina: +20.00 Rings can have magical properties. |
Glitterthorn the gold ring Glitterthorn the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 mind Changes resistances: +6% mind / +14% physical Changes resistances penetration: +15% mind Changes damage: +14% physical 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 (+3 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 (+13 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. |
Glyra the Woekill Glyra the WoekillInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +40% cold / +12% darkness Changes damage: +20% cold Spell save: +20 (+6 eff.) Mana each turn: +0.08 Rings can have magical properties. |
Healpower the stralite ring Healpower the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +11 Wil Changes damage: +6% arcane / +9% nature Spell save: +9 (+3 eff.) Mental save: +18 (+5 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +10 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 (+4 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. |
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 (+5 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 24 power out of 30/30) : Effective talent level: 2.0 Power cost: 24 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. |
Nerenn the steel ring Nerenn the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 blight Changes stats: +5 Wil / +5 Mag Spellpower: +9 (+2 eff.) Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 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 32 power out of 50/50) : Effective talent level: 2.0 Power cost: 32 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 45 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. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Scorpionpython ScorpionpythonPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Armour: +8 Changes stats: +4 Str / +8 Mag / +4 Wil / +4 Cun Changes resistances: +6% nature Maximum encumbrance: +10 Physical save: +9 (+3 eff.) Spellpower: +13 (+3 eff.) Rings can have magical properties. |
Splendourroar SplendourroarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +12 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 light Changes stats: +6 Cun Changes damage: +12% temporal Rings can have magical properties. |
Urthyhad the Blazerazor Urthyhad the BlazerazorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 blight Changes resistances: +6% blight Changes resistances penetration: +5% light Changes damage: +9% blight Disarm immunity: +34% Pinning immunity: +38% Knockback immunity: +33% Maximum life: +29.00 Rings can have magical properties. |
Zanondur the steel ring Zanondur the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +1 Str / +5 Mag / +4 Wil / +3 Cun Mental save: +8 (+2 eff.) Silence immunity: +26% Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -60.00 life Spellpower: +9 (+2 eff.) Healing mod.: +15% Rings can have magical properties. |
Zubarelaith ZubarelaithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 8 mind Changes resistances: +6% mind / +3% blight Changes resistances penetration: +15% blight Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
gold ring 'Aerodalaith' gold ring 'Aerodalaith'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +2 Physical power: +11 (+4 eff.) Changes stats: +1 Con Critical mult.: +6.00% Only die when reaching: -20.00 life Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
gold ring 'Xanivea' gold ring 'Xanivea'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +26% acid Changes resistances penetration: +5% physical Changes damage: +13% acid Critical mult.: +3.00% Physical save: +10 (+3 eff.) Rings can have magical properties. |
gold ring of frost (+30%) gold ring of frost (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% cold Changes damage: +15% cold Rings can have magical properties. |
marksman's stralite ring of power marksman's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +12 (+4 eff.) Changes stats: +4 Dex Spellpower: +10 (+2 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
marksman's voratun ring of clarity marksman's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +10 Dex Mental save: +13 (+3 eff.) Confusion immunity: +50% Rings can have magical properties. |
marksman's voratun ring of darkness (+40%) marksman's voratun ring of darkness (+40%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +6 Dex Changes resistances: +40% darkness Changes damage: +20% darkness Rings can have magical properties. |
marksman's voratun ring of pilfering marksman's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+12 eff.) Armour penetration: +16 Defense: +17 (+5 eff.) Changes stats: +10 Dex It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
painweaver's steel ring painweaver's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Changes damage: +5% all Spellpower: +8 (+2 eff.) Mindpower: +11 (+2 eff.) Rings can have magical properties. |
psionicist's voratun ring of sensing psionicist's voratun ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Mental save: +18 (+5 eff.) Blindness immunity: +34% Infravision radius: +6 See stealth: +11 See invisible: +17 Rings can have magical properties. |
rogue's stralite ring rogue's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Rings can have magical properties. |
rogue's voratun ring of tenacity rogue's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+6 eff.) Changes stats: +9 Cun Disarm immunity: +43% Pinning immunity: +47% Knockback immunity: +50% Maximum life: +50.00 Rings can have magical properties. |
savage's gold ring of pilfering savage's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +10 (+3 eff.) Changes stats: +3 Con Spell save: +13 (+4 eff.) Maximum stamina: +17.00 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
steel ring 'Flashgore' steel ring 'Flashgore'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% blight / +12% lightning Mental save: +3 (+1 eff.) Confusion immunity: +5% Stun/Freeze immunity: +26% Life regen: +1.00 Rings can have magical properties. |
titan's voratun ring of darkness (+30%) titan's voratun ring of darkness (+30%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Con Changes resistances: +30% darkness Changes damage: +15% darkness Physical save: +14 (+5 eff.) Rings can have magical properties. |
treant's voratun ring of pilfering treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +12 Defense: +14 (+4 eff.) Changes resistances: +13% nature / +9% blight Poison immunity: +25% Disease immunity: +13% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Blazenight' voratun ring 'Blazenight'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane / 8 fire Changes resistances: +12% light Changes damage: +6% arcane Stun/Freeze immunity: +50% Life regen: +4.80 Light radius: +2 Rings can have magical properties. |
voratun ring 'Glintdeath' voratun ring 'Glintdeath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +10 Cun / +9 Dex Changes resistances: +3% blight Changes damage: +12% blight Light radius: +3 Rings can have magical properties. |
voratun ring 'Ivymira' voratun ring 'Ivymira'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Defense: +16 (+5 eff.) Ranged Defense: +2 (+1 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +13 Cun / +6 Con Changes resistances: +3% mind Spell save: +16 (+5 eff.) Pinning immunity: +10% Hate when firing a critical mind attack: +1.00 Maximum stamina: +25.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
voratun ring 'Ravenbliss' voratun ring 'Ravenbliss'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 20 acid Changes resistances: +40% cold / +12% darkness / +3% light Changes resistances penetration: +15% acid Changes damage: +9% light / +20% cold Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 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 32 power out of 50/50) : Effective talent level: 2.0 Power cost: 32 out of 50/50. 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 22.82 acid and 25.65 blight damage. If not cleared after five turns it will inflict 129.56 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. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Penitence (15-18 power, 4 apr, lightning element) Penitence (15-18 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% lightning Damage affinity(heal): +20% lightning Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to cure up to 6 diseases or poisons (based on Magic), costing 8 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Turefang the Sparkbore (30-36 power, 6 apr, temporal element) Turefang the Sparkbore (30-36 power, 6 apr, temporal 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 lightning / +12 nature When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 20 nature / 12 lightning Changes resistances penetration: +15% temporal Changes damage: +6% lightning / +30% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +22 Spellpower: +24 (+5 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 88.80 to 106.55 temporal damage, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
Baradil the Sewerquell Baradil the SewerquellPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 20 nature Changes resistances: +9% nature Changes resistances penetration: +10% arcane / +5% nature Physical save: +15 (+5 eff.) Spell save: +14 (+5 eff.) Maximum life: +51.00 Maximum mana: +65.00 Maximum stamina: +45.00 Maximum hate: +17.00 Maximum psi: +33.00 Maximum vim: +39.00 Maximum pos.energy: +38.00 Maximum neg.energy: +35.00 Mindpower: +7 (+1 eff.) Size category: +1 Reduces paradox anomalies(equivalent to willpower): +18 A belt that goes around your waist. |
Deepsnoon the drakeskin leather belt Deepsnoon the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 darkness / 12 acid Changes stats: +5 Str / +12 Dex / +4 Wil / +9 Cun / +9 Lck Changes resistances: +3% blight Changes damage: +3% blight Trap disarming bonus: +24 Stealth bonus: +12 Physical save: +17 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +15 (+4 eff.) Life regen: +2.70 Infravision radius: +6 Healing mod.: +25% A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 24 power out of 30/30) : Effective talent level: 4.0 Power cost: 24 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 44 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Mayyrenor MayyrenorPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Armour: +9 Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +13% lightning / +15% temporal / +12% blight / +3% acid Changes resistances penetration: +5% acid Changes damage: +3% blight / +6% acid Spell save: +11 (+4 eff.) Size category: +1 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 24 turns. A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 40 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Unlighttrial (0 def, 5 armour) Unlighttrial (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -13% Changes stats: +4 Con Changes resistances: +5% arcane / +3% darkness Reduces incoming crit damage: 5.00% Maximum encumbrance: +100 Physical save: +40 (+12 eff.) Spell save: +33 (+9 eff.) Mental save: +14 (+4 eff.) See invisible: +6 A pair of boots made of leather. |
Duvymnir the Growbrace (0 def, 2 armour) Duvymnir the Growbrace (0 def, 2 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 nature / 9 arcane Changes stats: +4 Str / +4 Dex / +8 Mag / +7 Wil / +4 Cun Changes resistances: +17% nature / +6% arcane Changes damage: +8% nature Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+3 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gilukath the drakeskin leather gloves (2 def, 17 armour) Gilukath the drakeskin leather gloves (2 def, 17 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +17 Armour Hardiness: +11% Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +6 Mag / +12 Con Changes resistances: +10% physical / +3% light / +5% arcane Changes damage: +4% arcane Critical mult.: +10.00% Spell crit. chance: +13% Mental crit. chance: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of dispersion (0 def, 3 armour) brawler's voratun gauntlets of dispersion (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 11 arcane Changes stats: +4 Str / +4 Dex / +9 Mag / +7 Wil / +4 Cun Changes resistances: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+4 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's voratun gauntlets (0 def, 22 armour) stone warden's voratun gauntlets (0 def, 22 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +22 Armour Hardiness: +14% Changes stats: +15 Con Changes resistances: +12% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Mayadawen (3 def, 0 armour) Mayadawen (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn * 45% chance to corrode armour Damage when hit (Melee): 20 acid Changes resistances: +30% acid / +40% physical / +39% darkness / +9% temporal Changes resistances penetration: +5% acid Changes damage: +20% acid / +38% physical / +29% darkness Maximum hate: +30.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +10% A pointy cloth hat, very wizardly... |
Xabeth (3 def, 0 armour) Xabeth (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -16% Changes stats: +10 Cun Maximum encumbrance: +20 Mental save: +15 (+4 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+1 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Kindlereaper' (3 def, 6 armour) elven-silk wizard hat 'Kindlereaper' (3 def, 6 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +1 Str / +3 Mag / +6 Con Changes resistances: +19% mind Changes damage: +3% fire / +19% mind / +6% arcane Critical mult.: +5.00% Life regen: +6.00 See invisible: +3 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Damage Shield Power: +8% It can be used to activate talent Stone Wall, placing all other charms into a 64 cooldown : Effective talent level: 1.1 Power cost: 64 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 260.30 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Con / +6 Mag Changes resistances: +13% darkness / +18% physical Changes damage: +12% physical / +13% darkness / +11% arcane Maximum hate: +12.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 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 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 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 earthrunes (3 def, 5 armour) psion's elven-silk wizard hat of earthrunes (3 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +6 Con Changes resistances: +14% mind Changes damage: +18% mind Physical save: +10 (+3 eff.) Mental save: +14 (+4 eff.) Maximum psi: +33.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Stone Wall, placing all other charms into a 64 cooldown : Effective talent level: 1.1 Power cost: 64 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 260.30 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
stralite mail armour 'Hurethad' (4 def, 8 armour) stralite mail armour 'Hurethad' (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +14 (+5 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical Changes stats: +5 Str / +7 Mag / +7 Wil Changes resistances: +14% lightning / +3% physical / +14% light / +14% darkness Critical mult.: +5.00% Spellpower: +18 (+4 eff.) Spell crit. chance: +6% Mindpower: +26 (+6 eff.) Mental crit. chance: +9% A suit of armour made of mail. |
1517 alchemist agate 1517 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. |
11 onyx 11 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 64 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 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. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 64 power out of 150/150) : Effective talent level: 4.0 Power cost: 64 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 60.36 cold damage and 78.33 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Halidur HalidurCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +12% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +3 (+1 eff.) Blindness immunity: +38% Confusion immunity: +22% Light radius: +8 See stealth: +13 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 546.93 darkness damage (based on Mindpower and charge), costing 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
dwarven lantern 'Galyran' dwarven lantern 'Galyran'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Changes stats: +7 Wil / +1 Cun / +1 Con Changes resistances: +9% blight Changes resistances penetration: +14% all Changes damage: +6% blight Critical mult.: +20.00% Reduces incoming crit damage: 19.00% Equilibrium when hit: +0.08 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Murkgasher' dwarven lantern 'Murkgasher'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 12 darkness / 60 fire Changes resistances: +39% fire Changes resistances penetration: +15% darkness Changes damage: +15% acid Physical save: +20 (+7 eff.) Spell save: +20 (+6 eff.) Mental save: +30 (+8 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Weepsear' dwarven lantern 'Weepsear'Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes stats: +8 Mag Changes resistances: +9% nature Changes resistances penetration: +10% darkness Changes damage: +6% nature Spellpower: +16 (+4 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified 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. |
fire opal 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. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 24 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/2) Rod of Recall (1/2)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 160 power out of 309/400. 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 851.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 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. |
Belabeth [power 381] (5 cooldown) Belabeth [power 381] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +3 Str / +2 Cun / +2 Con Changes damage: +12% blight Reduces incoming crit damage: 19.00% It can be used to fire a blast of psionic energies in a range 10 beam dealing 230.51 to 461.01 mind damage, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
overpowered dragonbone totem of thorny skin [power 161] (26 cooldown) overpowered dragonbone totem of thorny skin [power 161] (26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 161 and armour hardiness by 70%, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Velomissra the Dawnbraid [power 14] (5 cooldown) Velomissra the Dawnbraid [power 14] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 blight Changes resistances penetration: +10% arcane Talent granted: +4 Strike Vim when firing critical spell: +1.00 Maximum mana: +60.00 Maximum vim: +10.00 Damage Shield penetration: +20% It can be used to reveal the area around you, dispelling darkness (radius 14, power 98 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 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. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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 Causailty Conductor the Ogre Paradox Mage level 31
54th Regrowth 123rd year of Ascendancy at 08:55 see stats
By Causailty Conductor the Ogre Paradox Mage level 31
65th Regrowth 123rd year of Ascendancy at 21:23 see stats
By Causailty Conductor the Ogre Paradox Mage level 30
52nd Regrowth 123rd year of Ascendancy at 17:13 see stats
By Causailty Conductor the Ogre Paradox Mage level 37
46th Pyre 123rd year of Ascendancy at 21:14 see stats
By Causailty Conductor the Ogre Paradox Mage level 36
35th Pyre 123rd year of Ascendancy at 11:14 see stats
By Causailty Conductor the Ogre Paradox Mage level 29
48th Regrowth 123rd year of Ascendancy at 21:20 see stats
By Causailty Conductor the Ogre Paradox Mage level 7
9th Mirth 122nd year of Ascendancy at 19:40 see stats
By Causailty Conductor the Ogre Paradox Mage level 47
12nd Haze 123rd year of Ascendancy at 12:54 see stats
By Causailty Conductor the Ogre Paradox Mage level 33
79th Regrowth 123rd year of Ascendancy at 18:28 see stats
By Causailty Conductor the Ogre Paradox Mage level 37
45th Pyre 123rd year of Ascendancy at 10:13 see stats
By Causailty Conductor the Ogre Paradox Mage level 50
34th Regrowth 124th year of Ascendancy at 21:28 see stats
By Causailty Conductor the Ogre Paradox Mage level 19
60th Dusk 122nd year of Ascendancy at 20:13 see stats
By Causailty Conductor the Ogre Paradox Mage level 34
12nd Pyre 123rd year of Ascendancy at 19:26 see stats
By Causailty Conductor the Ogre Paradox Mage level 28
46th Regrowth 123rd year of Ascendancy at 15:00 see stats
By Causailty Conductor the Ogre Paradox Mage level 50
10th Decay 123rd year of Ascendancy at 20:25 see stats
By Causailty Conductor the Ogre Paradox Mage level 48
13rd Haze 123rd year of Ascendancy at 03:44 see stats
By Causailty Conductor the Ogre Paradox Mage level 29
50th Regrowth 123rd year of Ascendancy at 03:23 see stats
By Causailty Conductor the Ogre Paradox Mage level 31
65th Regrowth 123rd year of Ascendancy at 20:54 see stats
By Causailty Conductor the Ogre Paradox Mage level 10
4th Flare 122nd year of Ascendancy at 21:25 see stats
By Causailty Conductor the Ogre Paradox Mage level 20
62nd Dusk 122nd year of Ascendancy at 16:50 see stats
By Causailty Conductor the Ogre Paradox Mage level 30
51st Regrowth 123rd year of Ascendancy at 07:14 see stats
By Causailty Conductor the Ogre Paradox Mage level 40
5th Mirth 123rd year of Ascendancy at 07:34 see stats
By Causailty Conductor the Ogre Paradox Mage level 50
35th Haze 123rd year of Ascendancy at 15:15 see stats
By Causailty Conductor the Ogre Paradox Mage level 46
76th Dusk 123rd year of Ascendancy at 09:07 see stats
By Causailty Conductor the Ogre Paradox Mage level 50
34th Regrowth 124th year of Ascendancy at 21:27 see stats
By Causailty Conductor the Ogre Paradox Mage level 50
76th Haze 123rd year of Ascendancy at 04:45 see stats
By Causailty Conductor the Ogre Paradox Mage level 23
12nd Haze 122nd year of Ascendancy at 11:51 see stats
By Causailty Conductor the Ogre Paradox Mage level 47
77th Dusk 123rd year of Ascendancy at 05:21 see stats
By Causailty Conductor the Ogre Paradox Mage level 21
79th Dusk 122nd year of Ascendancy at 09:22 see stats
By Causailty Conductor the Ogre Paradox Mage level 35
31st Pyre 123rd year of Ascendancy at 06:15 see stats
By Causailty Conductor the Ogre Paradox Mage level 31
65th Regrowth 123rd year of Ascendancy at 21:23 see stats
By Causailty Conductor the Ogre Paradox Mage level 44
39th Dusk 123rd year of Ascendancy at 18:42 see stats
By Causailty Conductor the Ogre Paradox Mage level 10
6th Flare 122nd year of Ascendancy at 04:28 see stats
By Causailty Conductor the Ogre Paradox Mage level 31
65th Regrowth 123rd year of Ascendancy at 21:23 see stats
By Causailty Conductor the Ogre Paradox Mage level 50
34th Regrowth 124th year of Ascendancy at 21:28 see stats
By Causailty Conductor the Ogre Paradox Mage level 11
1st Dusk 122nd year of Ascendancy at 05:07 see stats
By Causailty Conductor the Ogre Paradox Mage level 39
79th Pyre 123rd year of Ascendancy at 14:48 see stats
By Causailty Conductor the Ogre Paradox Mage level 26
36th Regrowth 123rd year of Ascendancy at 23:03 see stats
By Causailty Conductor the Ogre Paradox Mage level 25
24th Haze 122nd year of Ascendancy at 00:47 see stats
By Causailty Conductor the Ogre Paradox Mage level 16
52nd Dusk 122nd year of Ascendancy at 14:33 see stats
By Causailty Conductor the Ogre Paradox Mage level 30
51st Regrowth 123rd year of Ascendancy at 22:00 see stats
By Causailty Conductor the Ogre Paradox Mage level 6
79th Pyre 122nd year of Ascendancy at 03:42 see stats
Log
Message from DarkGod: Come enjoy some cute hopping bunnies in a sunny land filled with hidden eggs!
Easter hath come! Find the portal to the Pikataclysm and discover the terrible things happening there... if you dare!
At least level 15 recommended. The pikataclysm will run for a few weeks around easter. Enjoy!
Saving game...
Saving done.
Causailty Conductor deactivates Gravity Locus.
Causailty Conductor deactivates Premonition.
Causailty Conductor deactivates Energy Decomposition.
Causailty Conductor deactivates Reality Smearing.
Causailty Conductor deactivates Contingency.
Causailty Conductor deactivates Chant of Fortress.
Causailty Conductor deactivates Disintegration.
Causailty Conductor deactivates Matter Weaving.