Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Solipsist |
Level / Exp | 50 / 2840% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 41 (base 15) |
Dexterity | 93 (base 61) |
Constitution | 20.843579399624 (base 29) |
Magic | 24 (base 8) |
Willpower | 129.66002168671 (base 66) |
Cunning | 130.40002409634 (base 61) |
Resources
Life | 1016/1016 |
Equilibrium | 76 |
Psi | 710/710 |
Healing Factor | 1.5936018839119 |
Regeneration | 66.935692186703 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +144.3678752029% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 69.247582209197 |
See Invisible | 69.247582209197 |
Offense: Mainhand
Damage | 150 |
Accuracy | 68 |
Crit Chance | 55% |
APR | 102 |
Speed | 1.00 |
Offense: Offhand
Damage | 140 |
Accuracy | 68 |
Crit Chance | 55% |
APR | 102 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 107 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Nature | +35% |
Mind | +163% |
Fire | +19% |
All | +7% |
Offense: Damage Penetration
Fire | +30% |
Nature | +40% |
Mind | +93% |
Physical | +30% |
Cold | +45% |
All | +15% |
Defense: Base
Armour (hardiness) | 47 (54.823135475018%) |
Defense | 76 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 99.855 |
Spell Save | 100.68 |
Mental Save | 102 |
Defense: Resistances
Mind | + 70%( 70%) |
Acid | + 44%( 70%) |
Nature | + 59%( 70%) |
Cold | + 35%( 70%) |
Blight | + 70%( 70%) |
Physical | + 56%( 70%) |
Fire | + 42%( 70%) |
All | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 0% |
Instadeath Resistance | 100% |
Poison Resistance | 26% |
Pinning Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1070% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 838 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Discharge | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Distortion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Psionic / Slumber | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Mentalism | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mind Storm |
talent | Night Terror |
talent | Psiblades |
talent | Lucid Dreamer |
talent | Antimagic Shield |
beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 1840/2105). Resonance Field |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+44% global speed). Clarity |
beneficial effect | Increases defense by 22. Mobile Defense |
detrimental effect | The target is infected by a disease, reducing its constitution by 19 and doing 67.61 blight damage per turn. Rotting Disease |
beneficial effect | Reduces physical damage received by 33% and provides a 19% chance to ignore critical hits. Juggernaut |
beneficial effect | You gain 96% resistance against blight. Resolve |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Emowen the treant. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by armoured skeleton warrior. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost defiler from death by mindgod. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +5. | 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 2629. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland 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 ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Lavafoe (0 def, 23 armour) Lavafoe (0 def, 23 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +23 Changes stats: +8 Dex / +5 Wil / +6 Cun / +14 Lck Changes resistances penetration: +15% physical Changes damage: +9% fire Critical mult.: +15.00% Stealth bonus: +15 Physical save: +13 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +12 (+2 eff.) Infravision radius: +3 A pair of boots made of leather. |
Light source | Frigidwedge the dwarven lantern Frigidwedge the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +11 Wil / +6 Mag Changes resistances penetration: +10% cold / +15% all Changes damage: +14% mind Critical mult.: +30.00% Reduces incoming crit damage: 15.66% Maximum hate: +6.00 Mental crit. chance: +1% Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Filthgasher the elven-silk wizard hat (3 def, 0 armour) Filthgasher the elven-silk wizard hat (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Str / +2 Dex / +6 Mag / +15 Cun / +2 Con Changes resistances: +20% mind Changes damage: +20% mind / +3% nature Physical save: +12 (+0 eff.) Mental save: +27 (+4 eff.) Psi each turn: +0.39 Maximum psi: +33.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +9% A pointy cloth hat, very wizardly... |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+0 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 221.49 arcane damage and stunned) Activation costs 55 power out of 120/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | Sleetslicer the iron pickaxe (dig speed 20 turns) Sleetslicer the iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Damage when hit (Melee): 4 blight Changes stats: +1 Str Changes resistances penetration: +25% mind / +20% cold Critical mult.: +11.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Eclipsepeal' voratun ring 'Eclipsepeal'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +12 Damage when hit (Melee): 4 darkness Changes stats: +6 Str Changes resistances: +9% acid / +12% fire / +6% nature Changes damage: +7% all Spell save: +9 (+0 eff.) Pinning immunity: +21% Stun/Freeze immunity: +10% Life regen: +14.00 Maximum life: +100.00 Spellpower: +17 (+3 eff.) Mindpower: +17 (+2 eff.) Healing mod.: +15% Rings make your fingers look great! |
On fingers | 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 (+3 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 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 17 power out of 30/30) : Effective talent level: 5.2 Power cost: 17 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, 5 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | 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 (+6 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
In main hand | Nexus of the Way (124% power, 68 apr, mind damage) Nexus of the Way (124% power, 68 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 104% Wil, 35% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +68 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +10 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +31 (+5 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 33 power out of 60/60) : Effective talent level: 2.5 Power cost: 33 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. All their primary stats will be set to 97 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Around 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 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 5.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 56 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | living mindstar 'Glacierseam' (116% power, 68 apr, mind damage) living mindstar 'Glacierseam' (116% power, 68 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 87% Wil, 52% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +68 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 blight / +12 cold When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Changes stats: +12 Cun / +5 Wil Changes damage: +25% mind Talent granted: +1 Attune Mindstar Critical mult.: +16.00% Mana each turn: +0.16 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +11.00 Mindpower: +28 (+4 eff.) Mental crit. chance: +21% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Vorurinne the Smoldercast (3 def, 2 armour) Vorurinne the Smoldercast (3 def, 2 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Armour: +2 Defense: +3 (+0 eff.) Changes stats: +6 Str / +6 Dex / +6 Con Changes resistances: +26% blight / +32% nature / +6% acid Changes resistances penetration: +15% fire Changes damage: +3% fire Talent mastery: +0.40 Technique / Combat training Critical mult.: +29.00% Stealth bonus: +15 Spell save: +11 (+0 eff.) Poison immunity: +26% Life regen: +13.00 Stamina each turn: +1.50 Healing mod.: +35% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Belomiwe (0 def, 0 armour) Belomiwe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +1 Wil Changes resistances: +26% mind / +15% all Changes resistances penetration: +13% mind Changes damage: +52% mind Critical mult.: +15.00% Spell save: +9 (+0 eff.) Mental save: +25 (+4 eff.) Mana each turn: +0.12 Psi each turn: +1.00 Vim when firing critical spell: +1.00 Maximum mana: +20.00 Maximum psi: +35.00 Spellpower: +15 (+2 eff.) Mindpower: +13 (+2 eff.) Mental crit. chance: +11% Damage Shield penetration: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)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: Instant (0% 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 for 5 turns and dealing 140.95 physical damage and 355.68 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 nature talent. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Brightrace the voratun amulet Brightrace the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +20 Defense: +18 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +1 Str / +5 Mag / +2 Cun / +19 Lck Changes resistances: +6% acid / +15% light Changes damage: +6% acid / +3% light Critical mult.: +20.00% Mana each turn: +0.52 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +51.00 Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
Ce'Nugara Ce'NugaraPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +20 (+4 eff.) Changes stats: +12 Str / +9 Dex / +5 Mag / +10 Wil / +5 Cun / +5 Con Changes damage: +3% mind Physical save: +15 (+0 eff.) Life regen: +11.00 Mana each turn: +0.55 Spellpower on spell critical (stacks up to 3 times): +5 Only die when reaching: -40.00 life Maximum life: +71.00 Maximum mana: +37.00 Amulets make your neck look great! |
Chalosasus ChalosasusCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+2 eff.) Fatigue: -8% Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 11 Changes stats: +2 Str / +11 Dex / +1 Mag / +6 Wil / +8 Cun / +7 Con Changes resistances: +3% blight Changes resistances cap: +6% all Physical save: +27 (+0 eff.) Mental save: +14 (+2 eff.) Confusion immunity: +25% Life regen: +5.00 Stamina each turn: +1.50 Mindpower: +14 (+2 eff.) Light radius: +3 Infravision radius: +3 Movement speed: +10% Amulets make your neck look great! |
Chardare ChardareInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% acid / +19% temporal Changes damage: +18% fire Physical save: +9 (+0 eff.) Cut immunity: +60% Pinning immunity: +29% Knockback immunity: +29% Life regen: +4.00 Maximum life: +60.00 Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 2.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 558 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Chargeenvy the gold amulet Chargeenvy the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Damage when hit (Melee): 4 light Changes stats: +4 Str Changes resistances: +24% lightning / +3% light Changes resistances penetration: +5% lightning Changes damage: +3% lightning Critical mult.: +13.00% Stun/Freeze immunity: +28% Light radius: +2 Amulets make your neck look great! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Frozenwoe FrozenwoeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 light Changes resistances: +12% cold Changes resistances penetration: +25% cold Life regen: +2.00 Light radius: +2 Amulets make your neck look great! |
Icerigor IcerigorInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes damage: +6% cold Physical save: +13 (+0 eff.) Spell save: +11 (+0 eff.) Mental save: +23 (+4 eff.) Confusion immunity: +10% Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
Neramidarin NeramidarinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% nature Spell save: +9 (+0 eff.) Mental save: +5 (+1 eff.) Poison immunity: +10% Disarm immunity: +20% Confusion immunity: +14% Life regen: +4.00 Mindpower: +7 (+1 eff.) Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 20 power out of 36/36) : Effective talent level: 5.5 Power cost: 20 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (119). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Velatha the copper amulet Velatha the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind / +6% light Confusion immunity: +32% Pinning immunity: +20% Psi when hit: +0.04 Healing mod.: +15% Amulets make your neck look great! |
Xanirialeba the Shadownull Xanirialeba the ShadownullInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% light / +6% darkness / +12% mind Changes resistances penetration: +5% cold / +5% darkness / +15% light Changes damage: +6% darkness / +9% cold Confusion immunity: +21% Amulets make your neck look great! |
Zerinarimnir the Phoenixumbra Zerinarimnir the PhoenixumbraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +11 Dex / +7 Cun / +8 Con Changes resistances: +5% arcane / +11% physical Changes resistances penetration: +5% fire Changes damage: +27% arcane Life regen: +3.00 Stamina each turn: +1.80 Movement speed: +10% Amulets make your neck look great! |
clarifying copper amulet of healing clarifying copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Cut immunity: +40% Confusion immunity: +20% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 718 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
clarifying steel amulet of constitution (+3) clarifying steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% mind Confusion immunity: +20% Amulets make your neck look great! |
gold amulet 'Brodohir' gold amulet 'Brodohir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +3 Wil / +5 Con Spell save: +9 (+0 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Amulets make your neck look great! |
gold amulet of dexterity (+5) gold amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Amulets make your neck look great! |
grounding steel amulet of the eclipse grounding steel amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 41% * 6% chance to blind Changes resistances: +14% lightning Changes damage: +7% light / +5% darkness Stun/Freeze immunity: +26% Amulets make your neck look great! |
mindweaver's voratun amulet of soulsearing mindweaver's voratun amulet of soulsearingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes damage: +10% blight / +11% fire Critical mult.: +14.00% Mental save: +9 (+1 eff.) Confusion immunity: +18% Spellpower: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Amulets make your neck look great! |
serendipitous voratun amulet of vision serendipitous voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +17 (+4 eff.) Changes stats: +14 Lck Blindness immunity: +23% Infravision radius: +7 Sight radius: +2 See invisible: +8 Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
voratun amulet of vision voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +23% Infravision radius: +10 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adeyatira the Purevice Adeyatira the PureviceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +6 Effects on melee hit: * 10% chance to slow global speed by 82% Changes stats: +3 Str / +2 Con Changes resistances penetration: +20% lightning Maximum stamina: +20.00 Rings make your fingers look great! |
Adyba the Bleakpeal Adyba the BleakpealCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% temporal Changes resistances penetration: +5% temporal Changes damage: +3% darkness / +3% temporal Blindness immunity: +10% Poison immunity: +20% Disarm immunity: +26% Pinning immunity: +29% Knockback immunity: +33% Maximum life: +38.00 Rings make your fingers look great! |
Baladodas the Swampbutcher Baladodas the SwampbutcherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% * 20 arcane resource burn Damage when hit (Melee): 4 acid Changes resistances: +6% acid / +30% nature / +5% arcane / +6% darkness Changes damage: +15% nature Spell save: +18 (+0 eff.) Rings make your fingers look great! |
Blinddare the voratun ring Blinddare the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +40 (+8 eff.) Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 11 Damage when hit (Melee): 10 arcane Changes stats: +5 Con Changes resistances: +40% acid / +5% physical / +15% light Changes damage: +20% acid / +12% blight Critical mult.: +26.76% Maximum stamina: +40.14 Light radius: +4 Rings make your fingers look great! |
Chalirin the Snowpassion Chalirin the SnowpassionCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 2 light Changes stats: +10 Cun / +10 Dex Changes resistances: +6% temporal / +18% darkness / +30% cold Reduces incoming crit damage: 10.00% Blindness immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
Dawnclamor DawnclamorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Cun Changes resistances: +6% fire / +6% temporal / +18% cold Changes damage: +15% light Confusion immunity: +20% Teleport immunity: +20% Maximum life: +100.00 Rings make your fingers look great! |
Emilewyn the stralite ring Emilewyn the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Dex / +12 Con Changes resistances: +26% lightning Changes damage: +13% lightning Mental save: +19 (+3 eff.) Psi when hit: +0.12 Maximum hate: +10.44 Maximum psi: +52.20 Rings make your fingers look great! |
Gloranor GloranorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +10 Str / +3 Dex / +10 Con Physical save: +19 (+0 eff.) Poison immunity: +21% Disarm immunity: +21% Psi when hit: +0.32 Hate when firing a critical mind attack: +3.00 Maximum life: +104.40 Infravision radius: +3 Rings make your fingers look great! |
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 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+1 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. |
Gytta GyttaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +14 Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Changes stats: +6 Cun / +5 Wil Changes resistances: +3% physical / +3% darkness / +6% light Mindpower: +8 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
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 (+0 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. |
Infernovortex InfernovortexPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Wil Changes resistances: +15% fire Changes resistances penetration: +10% blight Changes damage: +12% arcane Spell save: +6 (+0 eff.) Mana when firing critical spell: +2.00 Spellpower: +7 (+2 eff.) Mindpower: +7 (+1 eff.) Rings make your fingers look great! |
Lightningserpent LightningserpentCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 10 lightning Changes stats: +3 Wil / +7 Cun / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +25% lightning Reduces incoming crit damage: 15.00% Rings make your fingers look great! |
Nedurand NedurandCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Defense: +10 (+2 eff.) Changes resistances: +1% physical / +9% mind / +6% light Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Life regen: +2.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Nerariakira NerariakiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% darkness / +12% temporal Changes damage: +9% physical Physical save: +18 (+0 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +46% Maximum life: +50.00 Rings make your fingers look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 28 power out of 50/50) : Effective talent level: 3.5 Power cost: 28 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Strikepride the gold ring Strikepride the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +5 Dex / +5 Mag / +3 Wil Changes resistances: +13% mind Changes damage: +13% mind / +18% lightning See invisible: +15 Rings make your fingers look great! |
Umbraoozer UmbraoozerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Changes stats: +1 Dex Changes resistances: +2% physical Changes resistances penetration: +25% darkness / +10% physical Changes damage: +12% fire Physical save: +12 (+0 eff.) Disarm immunity: +32% Pinning immunity: +32% Knockback immunity: +24% Maximum life: +32.00 Rings make your fingers look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 24.11 cold and 24.11 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 33 power out of 60/60. This azure ring seems to be always moist to the touch. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Yvyrin YvyrinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +13 Cun / +5 Wil Critical mult.: +10.00% Mindpower: +21 (+3 eff.) Mental crit. chance: +5% Rings make your fingers look great! |
gladiator's copper ring of life gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Con Life regen: +6.00 Maximum life: +43.00 Healing mod.: +11% Rings make your fingers look great! |
gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +5 Con Rings make your fingers look great! |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +8 Str / +9 Con Life regen: +10.00 Maximum life: +86.00 Healing mod.: +12% Rings make your fingers look great! |
gladiator's voratun ring of pilfering gladiator's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +12 Physical power: +15 (+3 eff.) Defense: +11 (+2 eff.) Changes stats: +8 Str / +8 Con It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold quartz ring gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Changes damage: +6% all Stun/Freeze immunity: +30% Spellpower: +11 (+2 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
gold ring 'Viperwild' gold ring 'Viperwild'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 nature Changes resistances: +15% mind Changes damage: +15% mind / +9% temporal Critical mult.: +20.00% Spell save: +18 (+0 eff.) Vim when firing critical spell: +2.00 Damage Shield penetration: +20% Rings make your fingers look great! |
gold ring 'Yvaba' gold ring 'Yvaba'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +5 Physical crit. chance: +5.0% Armour: +6 Changes stats: +5 Dex / +4 Con Changes resistances: +2% physical Changes damage: +12% physical Mental save: +11 (+2 eff.) Confusion immunity: +38% Rings make your fingers look great! |
gold ring 'Yvugath' gold ring 'Yvugath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Changes stats: +7 Dex Changes resistances penetration: +25% arcane Changes damage: +6% blight / +9% temporal / +6% mind Mana when firing critical spell: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
marksman's gold ring marksman's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Rings make your fingers look great! |
mule's steel ring of frost (+24%) mule's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +24 Rings make your fingers look great! |
pixie's gold ring pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Spellpower: +8 (+2 eff.) Rings make your fingers look great! |
psionicist's stralite ring of misery psionicist's stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 52 Damage (Melee): 22 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 52 Damage (Ranged): 29 physical Changes stats: +7 Cun / +7 Wil Mental save: +14 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 5.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
psionicist's voratun ring of life psionicist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+2 eff.) Life regen: +11.00 Maximum life: +71.00 Healing mod.: +16% Rings make your fingers look great! |
savage's stralite ring of clarity savage's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Spell save: +15 (+0 eff.) Mental save: +9 (+1 eff.) Confusion immunity: +32% Maximum stamina: +20.00 Rings make your fingers look great! |
savage's voratun ring of pilfering savage's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +14 (+3 eff.) Changes stats: +3 Con Spell save: +16 (+0 eff.) Maximum stamina: +37.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's copper ring of aether (+11%) savior's copper ring of aether (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% arcane Changes damage: +11% arcane Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Rings make your fingers look great! |
savior's voratun ring of speed savior's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+2 eff.) Physical save: +15 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +13 (+2 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 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 38% for 5 turns. Rings make your fingers look great! |
sneakthief's voratun ring of pilfering sneakthief's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +13 Defense: +14 (+3 eff.) Changes stats: +7 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's copper ring solipsist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
solipsist's copper ring solipsist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Mindpower: +5 (+0 eff.) Rings make your fingers look great! |
solipsist's voratun ring of pilfering solipsist's voratun ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +12 Defense: +13 (+3 eff.) Changes stats: +6 Cun / +6 Wil Mindpower: +15 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Isyssra' steel ring 'Isyssra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% light Physical save: +6 (+0 eff.) Spell save: +12 (+0 eff.) Blindness immunity: +10% Only die when reaching: -20.00 life Maximum stamina: +16.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +24% Life regen: +3.00 Rings make your fingers look great! |
stralite ring 'Issuravon' stralite ring 'Issuravon'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +8 Wil Changes resistances: +30% fire Changes damage: +15% fire Mental save: +18 (+3 eff.) Maximum hate: +6.00 Mental crit. chance: +5% Rings make your fingers look great! |
titan's voratun ring of pilfering titan's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +14 Defense: +13 (+3 eff.) Changes stats: +6 Con Physical save: +12 (+0 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +10.00 Maximum life: +55.00 Healing mod.: +19% Rings make your fingers look great! |
voratun ring of misery voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 52 Damage (Melee): 13 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 52 Damage (Ranged): 25 physical Changes stats: +5 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 5.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
voratun ring of pilfering voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +15 Defense: +11 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's copper ring of power warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
warrior's gold ring of the mountain (+13%) warrior's gold ring of the mountain (+13%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +13% physical Changes damage: +13% physical Rings make your fingers look great! |
warrior's voratun ring of corrosion (+34%) warrior's voratun ring of corrosion (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +34% acid Changes damage: +17% acid Rings make your fingers look great! |
wizard's gold ring of tenacity wizard's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+0 eff.) Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +31.00 Rings make your fingers look great! |
wizard's voratun ring of darkness (+30%) wizard's voratun ring of darkness (+30%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +30% darkness Changes damage: +15% darkness Spell save: +10 (+0 eff.) Rings make your fingers look great! |
Amethyst of Sanctuary (111% power, 26 apr, mind damage) Amethyst of Sanctuary (111% power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+4 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Smoldershine the drakeskin leather belt Smoldershine the drakeskin leather beltInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +6 Str / +11 Con Changes resistances: +9% light / +18% fire Changes resistances penetration: +15% fire Changes damage: +12% fire Physical save: +14 (+0 eff.) Mental save: +12 (+2 eff.) Life regen: +3.20 Mindpower: +9 (+1 eff.) Healing mod.: +27% Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Aroda' drakeskin leather belt 'Aroda'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +2 Con Changes resistances: +10% acid / +10% fire / +9% lightning / +8% cold Changes resistances penetration: +30% arcane Spell save: +15 (+0 eff.) Vim when firing critical spell: +2.00 Maximum life: +70.00 Spell crit. chance: +4% Light radius: +4 Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
Blazebreacher (3 def, 8 armour) Blazebreacher (3 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Damage when hit (Melee): 2 lightning Changes stats: +3 Cun / +4 Dex Changes resistances: +17% blight / +26% nature / +6% darkness Physical save: +13 (+0 eff.) Mental save: +23 (+4 eff.) Cut immunity: +10% Life regen: +14.00 Only die when reaching: -50.00 life Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 5.9 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 182 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 12% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Islyrimira the pair of voratun boots (39 def, 28 armour) Islyrimira the pair of voratun boots (39 def, 28 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +28 Defense: +39 (+8 eff.) Fatigue: +4% Changes resistances: +20% mind / +18% cold Changes damage: +18% acid Mental save: +12 (+2 eff.) Maximum life: +120.00 Infravision radius: +3 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Daystone' (0 def, 3 armour) pair of hardened leather boots 'Daystone' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 acid Changes stats: +10 Lck / +6 Dex Changes resistances: +12% mind Changes resistances penetration: +20% mind Changes damage: +18% acid / +9% arcane Stealth bonus: +9 Light radius: +3 A pair of boots made of leather. |
Dryfang (0 def, 4 armour) Dryfang (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +20 (+5 eff.) Armour: +4 Fatigue: +4% Changes resistances: +6% acid / +15% cold Changes damage: +6% mind Allows you to breathe in: water Mental save: +6 (+1 eff.) Mindpower: +10 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 20 power out of 35/35) : Effective talent level: 3.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Glacierlace (0 def, 3 armour) Glacierlace (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances penetration: +25% cold Changes damage: +21% mind Mental save: +12 (+2 eff.) Stamina when hit: +2.00 Equilibrium when hit: +2.16 Psi when hit: +0.12 Maximum hate: +6.00 Mental crit. chance: +5% A cap made of leather. |
Yaldan Baoth (0 def, 10 armour) Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 22 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour 'Faleyachak' (20 def, 14 armour)drakeskin leather armour 'Faleyachak' (20 def, 14 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 11 Changes stats: +4 Mag / +19 Wil Changes resistances: +30% lightning / +18% nature Cut immunity: +27% Mana each turn: +0.24 Mana when firing critical spell: +2.72 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +20 (+4 eff.) A suit of armour made of leather. |
16 agate 16 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1272 alchemist agate 1272 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. |
3 onyx 3 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% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rimeglory the voratun pickaxe (dig speed 11 turns) Rimeglory the voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +13 Str Changes resistances: +9% cold Changes resistances penetration: +26% blight Changes damage: +24% cold Maximum life: +40.00 Maximum stamina: +30.00 Spell crit. chance: +2% Light radius: +3 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 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. |
5 jade 5 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. |
13 spinel 13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 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: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(170 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Freezeoath' dwarven lantern 'Freezeoath'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Damage when hit (Melee): 8 cold Changes stats: +6 Con Changes resistances: +13% blight / +6% temporal Physical save: +16 (+0 eff.) Spell save: +20 (+0 eff.) Mental save: +36 (+6 eff.) Blindness immunity: +45% Silence immunity: +21% Confusion immunity: +30% Life regen: +6.00 Light radius: +10 See stealth: +25 See invisible: +21 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
69 alchemist bloodstone 69 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
13 bloodstone 13 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 111 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 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. |
Khelisus [power 160] (15/9 cooldown) Khelisus [power 160] (15/9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Cun See invisible: +9 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 171 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Lelorachak the dwarven-steel torque of mindblast [power 200] (15/9 cooldown) Lelorachak the dwarven-steel torque of mindblast [power 200] (15/9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Disease immunity: +20% Only die when reaching: -60.00 life See invisible: +6 It can be used to blast the opponent's mind dealing 526 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Reduce 2 talent cooldowns by 2. * Increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of thorny skin 'Armedraldil' [power 81] (15/11 cooldown) dragonbone totem of thorny skin 'Armedraldil' [power 81] (15/11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +5 Mag / +8 Wil Changes resistances penetration: +15% mind Vim when firing critical spell: +2.11 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +105.36 Maximum vim: +52.68 Spell crit. chance: +2% It can be used to harden the skin for 7 turns increasing armour by 81 and armour hardiness by 70% Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elven-wood totem of healing [power 410] (15/9 cooldown) soothing elven-wood totem of healing [power 410] (15/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 9 turns. When used: * Heal for 74. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
7 diamond 7 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. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
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 mindgod the Dwarf Solipsist level 40
27th Voratun 123rd year of Ascendancy at 06:33 see stats
By mindgod the Dwarf Solipsist level 50
26th Iron 124th year of Ascendancy at 03:16 see stats
By mindgod the Dwarf Solipsist level 40
25th Voratun 123rd year of Ascendancy at 06:37 see stats
By mindgod the Dwarf Solipsist level 28
13rd Steel 123rd year of Ascendancy at 15:59 see stats
By mindgod the Dwarf Solipsist level 44
24th Profit 123rd year of Ascendancy at 23:45 see stats
By mindgod the Dwarf Solipsist level 50
1st Loss 123rd year of Ascendancy at 17:24 see stats
By mindgod the Dwarf Solipsist level 43
19th Profit 123rd year of Ascendancy at 16:45 see stats
By mindgod the Dwarf Solipsist level 31
41st Steel 123rd year of Ascendancy at 11:33 see stats
By mindgod the Dwarf Solipsist level 11
20th Profit 122nd year of Ascendancy at 02:15 see stats
By mindgod the Dwarf Solipsist level 50
29th Steel 124th year of Ascendancy at 09:30 see stats
By mindgod the Dwarf Solipsist level 42
16th Profit 123rd year of Ascendancy at 05:17 see stats
By mindgod the Dwarf Solipsist level 35
11st Voratun 123rd year of Ascendancy at 16:45 see stats
By mindgod the Dwarf Solipsist level 50
8th Stralite 124th year of Ascendancy at 15:14 see stats
By mindgod the Dwarf Solipsist level 22
18th Loss 122nd year of Ascendancy at 22:45 see stats
By mindgod the Dwarf Solipsist level 33
11st Gold 123rd year of Ascendancy at 16:32 see stats
By mindgod the Dwarf Solipsist level 50
32nd Steel 124th year of Ascendancy at 04:20 see stats
By mindgod the Dwarf Solipsist level 34
19th Gold 123rd year of Ascendancy at 02:52 see stats
By mindgod the Dwarf Solipsist level 46
25th Profit 123rd year of Ascendancy at 04:15 see stats
By mindgod the Dwarf Solipsist level 10
31st Voratun 122nd year of Ascendancy at 23:53 see stats
By mindgod the Dwarf Solipsist level 20
35th Dearth 122nd year of Ascendancy at 01:08 see stats
By mindgod the Dwarf Solipsist level 30
24th Steel 123rd year of Ascendancy at 05:08 see stats
By mindgod the Dwarf Solipsist level 40
24th Voratun 123rd year of Ascendancy at 17:24 see stats
By mindgod the Dwarf Solipsist level 50
29th Wealth 123rd year of Ascendancy at 00:34 see stats
By mindgod the Dwarf Solipsist level 50
28th Steel 124th year of Ascendancy at 23:39 see stats
By mindgod the Dwarf Solipsist level 50
31st Steel 124th year of Ascendancy at 21:47 see stats
By mindgod the Dwarf Solipsist level 19
27th Wealth 122nd year of Ascendancy at 05:49 see stats
By mindgod the Dwarf Solipsist level 50
5th Steel 124th year of Ascendancy at 08:43 see stats
By mindgod the Dwarf Solipsist level 29
17th Steel 123rd year of Ascendancy at 00:58 see stats
By mindgod the Dwarf Solipsist level 21
8th Loss 122nd year of Ascendancy at 01:57 see stats
By mindgod the Dwarf Solipsist level 42
16th Profit 123rd year of Ascendancy at 07:18 see stats
By mindgod the Dwarf Solipsist level 6
19th Voratun 122nd year of Ascendancy at 07:10 see stats
By mindgod the Dwarf Solipsist level 50
8th Stralite 124th year of Ascendancy at 15:12 see stats
By mindgod the Dwarf Solipsist level 6
27th Voratun 122nd year of Ascendancy at 14:06 see stats
By mindgod the Dwarf Solipsist level 50
28th Steel 124th year of Ascendancy at 23:42 see stats
By mindgod the Dwarf Solipsist level 34
24th Stralite 123rd year of Ascendancy at 03:58 see stats
By mindgod the Dwarf Solipsist level 50
8th Stralite 124th year of Ascendancy at 15:14 see stats
By mindgod the Dwarf Solipsist level 50
24th Iron 124th year of Ascendancy at 09:13 see stats
By mindgod the Dwarf Solipsist level 10
3rd Acquisition 122nd year of Ascendancy at 12:12 see stats
By mindgod the Dwarf Solipsist level 50
4th Steel 124th year of Ascendancy at 03:23 see stats
By mindgod the Dwarf Solipsist level 47
41st Profit 123rd year of Ascendancy at 20:04 see stats
By mindgod the Dwarf Solipsist level 25
17th Shortage 122nd year of Ascendancy at 23:40 see stats
By mindgod the Dwarf Solipsist level 17
41st Profit 122nd year of Ascendancy at 19:24 see stats
By mindgod the Dwarf Solipsist level 39
24th Voratun 123rd year of Ascendancy at 16:13 see stats
Log
Mindgod uses Mind Sear.
Mindgod's mind surges with critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
mindgod hits Argoniel for 2808 mind damage.
mindgod killed Argoniel!
Argoniel's Inner Demon casts Blood Lock.
High Sun Paladin Aeryn resists Argoniel's Inner Demon's 'Blood Lock'!
Mindgod resists Argoniel's Inner Demon's 'Blood Lock'!
Restless Night from Mindgod hits Argoniel's Inner Demon for 221 mind damage.
High Sun Paladin Aeryn recovers sight.
Argoniel's Inner Demon uses Infusion: Regeneration.
Argoniel's Inner Demon starts regenerating health quickly.
Argoniel's Inner Demon casts Soul Rot.
Argoniel's Inner Demon's spell attains critical power!
mindgod deflects the projectile from Argoniel's Inner Demon to the south!
Argoniel's Inner Demon receives 125 healing from Blood Splash.
Mindgod's mind surges with critical power!
Mindgod attunes to the damage.
Rotting Disease from Argoniel hits mindgod for (33 antimagic), 0 blight (0 total damage).
mindgod receives 9 healing (12 psi heal).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.