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 | Higher |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 2871% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 36 (base 12) |
| Dexterity | 60 (base 35) |
| Constitution | 37 (base 13) |
| Magic | 157 (base 64) |
| Willpower | 128 (base 63) |
| Cunning | 106 (base 64) |
Resources
| Life | 748/748 |
| Mana | 646/694 |
| Steam | 100/100 |
| Healing Factor | 1.2041015905905 |
| Regeneration | 0.30102539764764 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +53.56571854537% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 137.77634357336 |
| See Invisible | 193.9215463257 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 37 |
| Crit Chance | 50% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 125 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +27% |
| Arcane | +93% |
| Cold | +77% |
| All | 0% |
| Lightning | +181% |
| Temporal | +37% |
| Fire | +90% |
| Physical | +37% |
Offense: Damage Penetration
| Physical | +20% |
| Lightning | +78% |
| Nature | +5% |
| Darkness | +15% |
| Blight | +10% |
| Arcane | +55% |
| Fire | +64% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 84.988433697051 (63.304188961773%) |
| Defense | 44 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 67 |
| Mental Save | 60 |
Defense: Resistances
| Physical | + 45%( 70%) |
| Lightning | + 70%( 70%) |
| Nature | + 32%( 70%) |
| Cold | + 38%( 70%) |
| Blight | + 47%( 70%) |
| Arcane | + 70%( 70%) |
| Fire | + 32%( 70%) |
| All | + 30%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Silence Resistance | 33% |
| Confusion Resistance | 10% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| 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 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1932% for 10 turns (1636 total) and instantly restoring 97 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 54 steam. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Galvanic technomancy | 1.40 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Hurricane |
| talent | Disruption Shield |
| talent | Feather Wind |
| talent | Shielding |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Defensive Posture |
| talent | Thunderstorm |
| talent | Burning Wake |
| talent | Tempest |
| talent | Arcane Power |
| talent | Spellcraft |
| talent | Phantasmal Shield |
| talent | Wildfire |
| talent | Galvanic Arcing |
| beneficial effect | Rods available: Galvanic Rods- Rod (1): 4 turns - Rod (2): 5 turns - Rod (3): 8 turns |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Lightning Catcher has caught energy and is empowering you for +55% lightning damage and +11 to all stats. Caught Lightning |
| beneficial effect | You have an arcane eye observing for you in a radius of 10. Arcane Eye |
| beneficial effect | The target is surrounded by a time distortion, absorbing 1233/1233 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
| beneficial effect | The target's spellpower has been increased by 55. Spellsurge |
| detrimental effect | The target is cursed, reducing defence and all saves by 50. Curse of Defenselessness |
| beneficial effect | Lightning damage increased by 20%. Born into Magic |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Iselaith the slimy ooze. Escort: repented thief (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 594. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 within4 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Elata (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 2 arcane Changes stats: +4 Wil / +19 Mag Changes resistances: +3% blight Changes damage: +18% acid / +18% blight Talent granted: +5 Rocket Boots Critical mult.: +5.00% Disease immunity: +78% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Maximum vim: +30.00 Spellpower: +32 (+4 eff.) A pair of boots made of leather. |
| Light source | Duskhash the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Mag / +4 Cun Changes resistances penetration: +15% darkness / +25% fire Reduces incoming crit damage: 15.00% Mental save: +10 (+2 eff.) Light radius: +7 See stealth: +15 See invisible: +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Tempestraze the voratun helm (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Wil Changes resistances: +15% blight Changes resistances penetration: +25% arcane / +25% lightning Critical mult.: +15.00% Mental save: +15 (+3 eff.) Mana each turn: +0.24 Mana when firing critical spell: +2.04 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +10 (+1 eff.) Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Broditir [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +2 Wil Critical mult.: +20.00% Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Spellpower: +15 (+2 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Radhenarisus the voratun ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +15 Mag / +15 Wil / +5 Cun Changes resistances penetration: +15% arcane Critical mult.: +10.00% Silence immunity: +33% Mana each turn: +0.32 Vim when firing critical spell: +1.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +1% Rings make your fingers look great! |
| On fingers | voratun ring 'Velilaith'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +31 (+10 eff.) Changes stats: +7 Wil Changes resistances penetration: +15% arcane / +20% physical Changes damage: +18% arcane Critical mult.: +20.00% Spell save: +9 (+2 eff.) Mental save: +14 (+3 eff.) Stamina each turn: +3.13 Mana each turn: +0.12 Maximum stamina: +31.32 Rings make your fingers look great! |
| Around waist | Lightning Catcher Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Slows Projectiles: +25% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In main hand | Abyssserpent (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes resistances: +3% fire Changes resistances penetration: +10% blight Changes damage: +30% lightning / +30% cold / +30% arcane / +36% fire Talent granted: +1 Command Staff Critical mult.: +43.00% Mana each turn: +5.00 Spellpower: +31 (+4 eff.) Spell crit. chance: +15% See invisible: +12 Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| On hands | drakeskin leather gloves 'Emoritha' (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 45 Damage (Melee): 15 arcane Damage when hit (Melee): 2 blight Changes stats: +7 Mag / +4 Wil Changes resistances: +8% arcane / +6% blight Changes damage: +8% arcane / +9% blight Talent granted: +5 Iron Grip Critical mult.: +11.00% Disarm immunity: +100% Mana each turn: +0.29 Spellpower: +24 (+3 eff.) Spell crit. chance: +21% Mental crit. chance: +17% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Talent granted: +5 Arcane Dynamo Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
| Cloak | elven-silk cloak 'Morbuswasp' (17 def, 9 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +17 (+5 eff.) Effects on melee hit: * 21 arcane resource burn * 21% chance to reduce armor by 56% Changes stats: +4 Str / +5 Mag / +5 Wil / +4 Con Changes resistances: +30% lightning / +12% cold / +3% nature Changes resistances penetration: +5% nature Physical save: +25 (+8 eff.) Spell save: +38 (+10 eff.) Mental save: +25 (+6 eff.) Stun/Freeze immunity: +50% Maximum mana: +74.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Dex / +5 Mag / +8 Cun / +5 Con Changes damage: +30% lightning / +10% fire / +10% cold Damage affinity(heal): +20% lightning Talent mastery: +0.20 Golem / Arcane Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Movement speed: +15% Chance to avoid any damage: +8% Talent on hit(spell): Eye Beam (10% chance level 2). Amulets make your neck look great! |
Inventory
medical injector implant of the wizard (efficiency 255% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 255% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the psychic (speed 825%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 825% 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. 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. |
movement infusion of the sneak (speed 718%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 920%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 920% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 24%; magical, physical; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 24%; mental, physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 24% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, magical; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; physical; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 51%; magical, mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 51% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1690 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
manasurge rune (regen 910% over 10 turns; mana 46; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 910% for 10 turns (771 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 1236% over 10 turns; mana 62; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1236% for 10 turns (1047 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1702% over 10 turns; mana 85; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1702% for 10 turns (1442 total) and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 176; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 176 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 26; blocks 8; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 26 up to 8 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 60; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 60 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Cinderbreak the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +9 Str / +10 Dex / +10 Wil Changes resistances: +9% lightning / +15% darkness Physical save: +18 (+6 eff.) Pinning immunity: +20% Life regen: +4.18 Only die when reaching: -83.52 life Maximum life: +80.00 Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Dourmarrow the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% darkness / +17% temporal Changes damage: +3% darkness / +6% cold Critical mult.: +20.00% Spell save: +12 (+3 eff.) Pinning immunity: +27% Knockback immunity: +29% Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +3% Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 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. |
FrozenwitchInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +48% fire / +20% cold Changes resistances penetration: +15% fire / +25% cold / +20% darkness / +20% mind Changes damage: +12% cold Psi when hit: +0.16 Maximum hate: +6.00 Amulets make your neck look great! |
Hazespitter the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 45 Damage when hit (Melee): 10 cold Changes resistances: +9% blight / +9% fire / +27% cold Changes resistances penetration: +20% fire Changes damage: +12% cold Talent mastery: +0.31 Spell / Aether Amulets make your neck look great! |
InfernobloodCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +18% acid / +12% fire / +9% nature Changes damage: +12% acid / +24% fire / +30% cold Talent mastery: +0.40 Spell / Fire Amulets make your neck look great! |
Kiln's kiss the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 21% chance to reduce armor by 56% Changes stats: +10 Str / +18 Dex / +8 Wil / +8 Cun / +9 Con Changes resistances: +9% temporal / +9% fire / +27% light / +23% darkness Changes resistances penetration: +15% temporal Blindness immunity: +46% Life regen: +4.00 Stamina each turn: +1.40 Movement speed: +10% Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 4.5 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 41 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Snowprophet the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% lightning / +3% fire / +6% nature / +9% cold Amulets make your neck look great! |
Stormripper the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 56% Changes resistances: +13% lightning / +5% arcane / +3% nature Stun/Freeze immunity: +20% Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
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 36 power out of 36/36) : Effective talent level: 7.2 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (225). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 12). 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. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 4.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 23 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
archmage's copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
copper amulet 'Glimmerrune'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +5 Con Changes resistances: +13% mind Changes damage: +3% physical / +3% fire Confusion immunity: +21% Light radius: +3 Amulets make your neck look great! |
copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +23.00 Amulets make your neck look great! |
gold amulet 'Hellsglamour'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +9 Mag Changes resistances: +9% mind Changes resistances penetration: +10% fire Changes damage: +6% temporal / +5% light / +7% blight / +14% fire / +5% physical / +5% darkness Critical mult.: +13.00% Spellpower: +11 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% lightning Stun/Freeze immunity: +31% Amulets make your neck look great! |
mindweaver's voratun amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +20 Changes stats: +4 Wil Critical mult.: +15.00% Mental save: +11 (+2 eff.) Confusion immunity: +21% Mindpower: +11 (+2 eff.) Amulets make your neck look great! |
protective gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +13 Armour: +5 Defense: +6 (+2 eff.) Changes resistances cap: +4% all Critical mult.: +13.00% Physical save: +13 (+4 eff.) Amulets make your neck look great! |
restful voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +2 Mag Life regen: +4.00 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +45.00 Amulets make your neck look great! |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +30.00 Amulets make your neck look great! |
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 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Chamadunarain the RadianceoozerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +1% physical / +22% fire Changes damage: +11% fire / +9% light / +9% physical Physical save: +12 (+4 eff.) Rings make your fingers look great! |
DawnvenomInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 29% Changes stats: +3 Cun Changes resistances: +34% lightning / +16% temporal / +5% arcane / +18% acid Changes resistances penetration: +20% light Changes damage: +17% lightning / +21% light Infravision radius: +3 Rings make your fingers look great! |
Duvarolin the steel ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Cun / +5 Wil Changes resistances: +24% acid / +20% fire / +3% temporal / +3% cold Changes damage: +12% acid / +10% fire Mindpower: +6 (+1 eff.) Healing mod.: +15% Rings make your fingers look great! |
EbonywingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce armor by 56% * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 4 fire Changes stats: +4 Con Changes resistances: +15% darkness / +2% physical Changes damage: +6% physical / +12% fire Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +38.00 Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Flarepall the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +6% temporal / +9% fire / +5% arcane / +18% light Physical save: +18 (+6 eff.) Spell save: +27 (+7 eff.) Mental save: +15 (+3 eff.) Rings make your fingers look great! |
FlashgashPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +15 (+5 eff.) Defense: +15 (+5 eff.) Changes stats: +3 Dex / +4 Mag / +5 Cun / +7 Con Changes resistances penetration: +10% fire Silence immunity: +37% Mana each turn: +0.40 Only die when reaching: -40.00 life Spellpower: +13 (+1 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
Flashream the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Changes resistances: +38% lightning / +12% temporal / +6% light / +9% blight Changes damage: +16% lightning / +30% fire Rings make your fingers look great! |
FreezejamPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Damage when hit (Melee): 8 light Changes resistances: +27% cold / +6% fire Changes resistances penetration: +25% cold Changes damage: +9% fire Spellpower: +11 (+1 eff.) Mindpower: +11 (+2 eff.) Light radius: +2 Rings make your fingers look great! |
Glitterstreak the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +3 Con Changes resistances: +40% acid / +15% fire Changes resistances penetration: +15% light Changes damage: +20% acid / +21% physical Blindness immunity: +20% Disarm immunity: +20% Confusion immunity: +20% Healing mod.: +20% Rings make your fingers look great! |
Glorith the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 36 Changes resistances: +21% acid / +9% temporal / +40% darkness / +15% blight / +3% fire Changes resistances penetration: +10% arcane Changes damage: +20% darkness Cut immunity: +21% Silence immunity: +20% Only die when reaching: -40.00 life Maximum life: +40.00 Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
LisanaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +22% cold Changes damage: +11% cold Spell save: +3 (+1 eff.) Cut immunity: +20% Disarm immunity: +10% Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
SleetwormInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+4 eff.) Damage when hit (Melee): 8 cold Changes stats: +6 Cun / +6 Dex Changes resistances: +12% cold Changes damage: +9% fire Mental save: +10 (+2 eff.) Confusion immunity: +25% Life regen: +13.00 Maximum life: +93.00 Healing mod.: +18% Rings make your fingers look great! |
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 39.65 cold and 30.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velureta the stralite ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Dex / +4 Wil / +5 Con Changes resistances: +14% temporal Changes damage: +14% temporal Mental save: +8 (+2 eff.) Blindness immunity: +34% Light radius: +3 Infravision radius: +4 See stealth: +14 See invisible: +18 Rings make your fingers look great! |
VorythraPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Wil Changes resistances: +22% light / +24% fire Changes damage: +11% light / +12% fire Mental save: +9 (+2 eff.) Spellpower: +6 (+0 eff.) Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+6 eff.) Armour: +10 Changes stats: +5 Str / +5 Mag / +6 Cun Changes resistances: +5% arcane / +12% temporal Changes resistances penetration: +10% temporal Changes damage: +3% temporal / +3% arcane / +7% all Spellpower: +24 (+3 eff.) Mindpower: +13 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
XuyabaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 10 physical Changes resistances: +12% blight Critical mult.: +20.00% Stun/Freeze immunity: +34% Knockback immunity: +20% Life regen: +5.00 Light radius: +2 See invisible: +12 Rings make your fingers look great! |
Yvomira the LavafuryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+5 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 temporal Changes resistances: +18% fire Changes resistances penetration: +25% fire / +25% temporal Changes damage: +12% fire Spellpower: +12 (+1 eff.) Mindpower: +13 (+3 eff.) Rings make your fingers look great! |
conjurer's gold ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Wil Mental save: +7 (+1 eff.) Confusion immunity: +23% Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +6 Wil Spellpower: +12 (+1 eff.) Rings make your fingers look great! |
copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 29% Damage when hit (Melee): 8 darkness Changes resistances: +22% lightning Changes damage: +11% lightning / +9% darkness Disarm immunity: +25% Pinning immunity: +23% Stun/Freeze immunity: +22% Knockback immunity: +21% Life regen: +2.00 Maximum life: +24.00 Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Festerobsidian'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Wil Changes resistances: +6% nature Changes resistances penetration: +5% arcane / +5% nature Maximum encumbrance: +21 Maximum mana: +60.00 Maximum vim: +20.00 Damage Shield penetration: +10% Rings make your fingers look great! |
gladiator's stralite ring of arcana (+0.33/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +5 Str / +5 Con Silence immunity: +29% Mana each turn: +0.33 Rings make your fingers look great! |
gold ring 'Anayon'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil / +7 Cun / +3 Con Psi when hit: +0.12 Maximum psi: +30.00 Mindpower: +8 (+2 eff.) See invisible: +6 Rings make your fingers look great! |
mule's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -5% Maximum encumbrance: +21 Spellpower: +7 (+1 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
pixie's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +5 (+0 eff.) Rings make your fingers look great! |
pixie's gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 22 light Changes stats: +4 Cun / +10 Mag Changes damage: +13% light Spellpower: +8 (+1 eff.) Rings make your fingers look great! |
pixie's steel ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +8 Mag Spellpower: +9 (+1 eff.) Rings make your fingers look great! |
rogue's gold ring of blight (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +12% blight Changes damage: +12% blight Rings make your fingers look great! |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Rings make your fingers look great! |
savage's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 36 Damage (Melee): 9 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 36 Damage (Ranged): 14 physical Changes stats: +3 Cun / +3 Con Spell save: +13 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +17.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+3 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
sneakthief's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Damage (Melee): 21 light Damage (Ranged): 16 light Changes stats: +6 Dex / +3 Mag / +5 Cun Changes damage: +13% light Rings make your fingers look great! |
sneakthief's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 36 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 36 Damage (Ranged): 6 physical Changes stats: +8 Cun / +5 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
sneakthief's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +8 Cun / +9 Dex Rings make your fingers look great! |
sneakthief's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Physical power: +11 (+4 eff.) Changes stats: +9 Cun / +9 Dex Spellpower: +7 (+1 eff.) Mindpower: +12 (+3 eff.) Rings make your fingers look great! |
sneakthief's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+10 eff.) Defense: +12 (+4 eff.) Changes stats: +8 Cun / +8 Dex Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Changes stats: +5 Cun / +6 Wil Mindpower: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 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! |
treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 36 Damage (Melee): 33 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 36 Damage (Ranged): 9 physical Changes stats: +5 Cun Changes resistances: +7% nature / +11% blight Poison immunity: +10% Disease immunity: +23% Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +5 Wil Stun/Freeze immunity: +60% Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring 'Radhuntir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +4 Cun / +8 Mag Changes resistances: +21% acid / +12% temporal / +5% arcane / +18% nature Reduces incoming crit damage: 15.00% Spell save: +16 (+4 eff.) Equilibrium when hit: +0.12 Rings make your fingers look great! |
voratun ring 'Unruromidudir'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 45 Damage when hit (Melee): 2 blight Changes stats: +1 Str / +2 Wil / +1 Con Changes resistances: +7% nature / +20% blight Changes damage: +3% blight Reduces incoming crit damage: 5.00% Mental save: +14 (+3 eff.) Poison immunity: +18% Disease immunity: +23% Silence immunity: +44% Confusion immunity: +38% Mana each turn: +0.21 Infravision radius: +2 Rings make your fingers look great! |
voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +17.00 Maximum life: +75.00 Healing mod.: +11% Rings make your fingers look great! |
warrior's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
warrior's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+5 eff.) Armour penetration: +15 Armour: +16 Defense: +15 (+5 eff.) Changes stats: +8 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 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! |
wizard's stralite ring of lightning (+28%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +28% lightning Changes damage: +14% lightning Spell save: +10 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Dimradiance (172% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 172% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage Shield penetration (this weapon only): +10% Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +27 (+10 eff.) Armour penetration: +23 Changes stats: +1 Con Changes resistances penetration: +16% all Critical mult.: +5.00% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.voratun battleaxe 'Vorydabeth' (168% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 27% chance to reduce armor by 56% * 42% chance to reduce strength, dexterity, and constitution by 45 Damage (Melee): +28 blight Damage (radius 1) on hit: +16 physical When wielded/worn: Accuracy: +20 (+8 eff.) Armour penetration: +8 Changes stats: +8 Wil Changes damage: +36% acid Stamina each turn: +4.08 Infravision radius: +4 Massive two-handed battleaxes. |
Alyyaran (136% power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +2 Cun / +5 Mag Changes resistances: +6% light Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +35.00% Spell save: +12 (+3 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +31% Light radius: +4 Infravision radius: +1 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 299.63 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Ulurain the Festerlore (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +3 Dex / +6 Mag / +5 Wil / +6 Con Changes damage: +6% nature / +30% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.43 Maximum mana: +65.00 Spellpower: +41 (+5 eff.) Spell crit. chance: +18% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.mighty steel steamgun of recursion Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.steady voratun steamgun of cold Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +20 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+6 eff.) Physical crit. chance: +7.0% Changes damage: +19% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.elemental voratun steamsaw of massacre (166% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 166% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +104 On weapon hit: * Create an explosion dealing 175 fire damage (1/turn) Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances penetration: +30% fire Changes damage: +28% fire Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Silawyn (2 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Changes stats: +3 Mag / +2 Wil Changes resistances: +12% cold / +13% darkness Changes resistances penetration: +5% darkness Changes damage: +9% darkness / +3% arcane Critical mult.: +15.00% Stealth bonus: +15 Spell save: +7 (+2 eff.) Maximum mana: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.shadow cashmere cloak of the guardian (13 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+4 eff.) Changes resistances: +19% darkness Changes resistances penetration: +14% darkness Changes damage: +17% darkness Stealth bonus: +17 Physical save: +19 (+6 eff.) Spell save: +18 (+5 eff.) Mental save: +19 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.spellcowled elven-silk cloak (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +5 Wil Spell save: +10 (+3 eff.) Maximum mana: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 324 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Kindlewish (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 6 blight / 10 fire Changes stats: +7 Str Changes resistances: +9% fire Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +8% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Chargerain' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+7 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex / +6 Wil Changes resistances: +15% lightning Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +30 (+4 eff.) Spell crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of the nighthunter (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+6 eff.) Armour: +2 Changes stats: +3 Cun Changes resistances: +5% darkness Physical save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +23% Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.miner's rough leather cap of the bounder (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +6 Str / +6 Dex Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 277.3 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.stabilizing drakeskin leather hat of sanctity (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +13% blight / +12% darkness Physical save: +25 (+8 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 41 light damage to everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Velotta (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun Changes resistances: +12% acid / +23% physical / +9% blight / +12% fire / +13% lightning / +13% cold Physical save: +25 (+8 eff.) Mental save: +6 (+1 eff.) Life regen: +11.00 Hate when firing a critical mind attack: +6.80 Maximum life: +67.00 Mindpower: +25 (+6 eff.) Healing mod.: +17% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Maximum life: +44.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+6 eff.) Fatigue: +8% Damage (Melee): 23 acid / 22 fire Damage when hit (Melee): 16 acid / 14 fire Changes resistances: +27% acid / +30% fire A suit of armour made of leather. |
6 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. |
2376 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. |
5 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. |
7 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Belyyabeth' (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Cun / +2 Str Changes resistances penetration: +25% mind Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life Maximum life: +25.00 Maximum stamina: +20.00 Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Freezecrypt' (dig speed 33 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Dex / +4 Mag / +5 Con Changes damage: +12% arcane / +18% cold Mana each turn: +0.12 Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +10% Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Sparkripper' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 6 lightning Changes stats: +5 Cun / +8 Str Changes resistances: +6% darkness Changes resistances penetration: +26% lightning / +15% fire / +25% darkness Changes damage: +6% lightning / +18% mind Maximum hate: +4.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 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. |
4 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 279.00 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
scorching dwarven lantern of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 19 fire Changes resistances: +9% blight / +8% fire / +8% darkness Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 37 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+5 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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)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)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)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
51 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. |
7 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. |
6 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. |
6 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. |
2 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1168.88 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
This item will automatically be transmogrified when you leave the level.pouch of iron shots of corruption (16/18, 109% power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 109% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 When this weapon hits: Curse of Death (20% chance level 1). Shots are used with slings to pummel your foes to death. |
voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Heharadil [power 5] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +31 (+10 eff.) Changes resistances: +6% lightning / +9% darkness / +9% mind Mental save: +18 (+4 eff.) Disease immunity: +20% Mana when firing critical spell: +2.07 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +6% It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 110. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Dagedovon' [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +20 (+8 eff.) Physical power: +10 (+3 eff.) Armour: +4 Changes stats: +4 Con Changes resistances: +6% nature Poison immunity: +20% Infravision radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Strikesmasher the dragonbone totem of healing [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Defense: +25 (+8 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +12% darkness / +15% mind / +12% nature Changes resistances penetration: +25% lightning Knockback immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Xyriba the yew totem of summon tentacle [power 270] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +30 (+11 eff.) Changes stats: +5 Str Changes resistances: +6% blight Changes resistances penetration: +20% blight Critical mult.: +20.00% Stamina each turn: +3.00 Maximum stamina: +20.00 It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 698 Base Damage: 330 Armor: 16 All Resist: 23 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
ash wand of lightning storm 'Aerildalaith' [power 194] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +9% nature Changes resistances penetration: +20% mind Mental save: +6 (+1 eff.) Psi when hit: +0.08 Maximum life: +100.00 Healing mod.: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 109 lightning damage and will be dazed for 1 turn (545 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 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. |
7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
5 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. |
12 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. |
6 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. |
8 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
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By galvanic mage the Higher Archmage level 35
73rd Pyre 123rd year of Ascendancy at 06:33 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By galvanic mage the Higher Archmage level 40
10th Mirth 123rd year of Ascendancy at 00:08 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By galvanic mage the Higher Archmage level 50
1st Decay 123rd year of Ascendancy at 08:30 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By galvanic mage the Higher Archmage level 40
2nd Mirth 123rd year of Ascendancy at 07:56 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By galvanic mage the Higher Archmage level 44
38th Dusk 123rd year of Ascendancy at 18:18 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By galvanic mage the Higher Archmage level 50
47th Haze 123rd year of Ascendancy at 07:25 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By galvanic mage the Higher Archmage level 43
33rd Dusk 123rd year of Ascendancy at 06:24 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By galvanic mage the Higher Archmage level 26
2nd Pyre 123rd year of Ascendancy at 02:52 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By galvanic mage the Higher Archmage level 12
62nd Haze 122nd year of Ascendancy at 22:47 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By galvanic mage the Higher Archmage level 42
3rd Flare 123rd year of Ascendancy at 07:08 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By galvanic mage the Higher Archmage level 35
73rd Pyre 123rd year of Ascendancy at 06:53 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By galvanic mage the Higher Archmage level 31
46th Pyre 123rd year of Ascendancy at 11:41 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By galvanic mage the Higher Archmage level 50
80th Regrowth 124th year of Ascendancy at 12:24 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By galvanic mage the Higher Archmage level 24
62nd Regrowth 123rd year of Ascendancy at 09:54 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By galvanic mage the Higher Archmage level 32
48th Pyre 123rd year of Ascendancy at 10:16 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By galvanic mage the Higher Archmage level 50
79th Haze 123rd year of Ascendancy at 11:04 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By galvanic mage the Higher Archmage level 50
18th Regrowth 124th year of Ascendancy at 02:46 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By galvanic mage the Higher Archmage level 50
36th Regrowth 124th year of Ascendancy at 01:19 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By galvanic mage the Higher Archmage level 33
53rd Pyre 123rd year of Ascendancy at 02:54 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By galvanic mage the Higher Archmage level 46
39th Dusk 123rd year of Ascendancy at 00:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By galvanic mage the Higher Archmage level 10
25th Haze 122nd year of Ascendancy at 13:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By galvanic mage the Higher Archmage level 20
6th Regrowth 123rd year of Ascendancy at 04:54 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By galvanic mage the Higher Archmage level 30
25th Pyre 123rd year of Ascendancy at 16:42 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By galvanic mage the Higher Archmage level 40
1st Mirth 123rd year of Ascendancy at 16:10 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By galvanic mage the Higher Archmage level 50
27th Haze 123rd year of Ascendancy at 22:37 see stats
Matrix style! (Insane (Roguelike) difficulty)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By galvanic mage the Higher Archmage level 6
75th Pyre 122nd year of Ascendancy at 13:55 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By galvanic mage the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 05:50 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By galvanic mage the Higher Archmage level 50
16th Regrowth 124th year of Ascendancy at 15:51 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By galvanic mage the Higher Archmage level 47
66th Dusk 123rd year of Ascendancy at 20:18 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By galvanic mage the Higher Archmage level 50
10th Decay 123rd year of Ascendancy at 03:22 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By galvanic mage the Higher Archmage level 27
16th Pyre 123rd year of Ascendancy at 05:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By galvanic mage the Higher Archmage level 16
3rd Allure 123rd year of Ascendancy at 09:16 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By galvanic mage the Higher Archmage level 42
29th Dusk 123rd year of Ascendancy at 00:41 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By galvanic mage the Higher Archmage level 50
80th Regrowth 124th year of Ascendancy at 12:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By galvanic mage the Higher Archmage level 6
17th Haze 122nd year of Ascendancy at 10:44 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By galvanic mage the Higher Archmage level 50
16th Regrowth 124th year of Ascendancy at 16:24 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By galvanic mage the Higher Archmage level 50
80th Regrowth 124th year of Ascendancy at 12:24 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By galvanic mage the Higher Archmage level 50
78th Haze 123rd year of Ascendancy at 21:54 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By galvanic mage the Higher Archmage level 47
56th Dusk 123rd year of Ascendancy at 21:34 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By galvanic mage the Higher Archmage level 27
15th Pyre 123rd year of Ascendancy at 15:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By galvanic mage the Higher Archmage level 18
6th Allure 123rd year of Ascendancy at 02:29 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By galvanic mage the Higher Archmage level 39
1st Mirth 123rd year of Ascendancy at 16:10 see stats
Log
Argoniel stops leeching life.
Hurricane from Galvanic mage hits Argoniel for 349 lightning damage.
Galvanic mage's spell attains critical power!
Galvanic mage's spell attains critical power!
Galvanic Arcing hits Argoniel for 192 fire, 292 lightning (484 total damage).
Thunderstorm hits Argoniel for 119 lightning damage.
Galvanic mage casts Galvanic Rod.
Galvanic mage's spell attains critical power!
Galvanic mage casts Lightning.
Galvanic mage's spell attains 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)
galvanic mage hits Argoniel for 628 fire, 2260 lightning (2888 total damage).
galvanic mage killed Argoniel!
High Sun Paladin Aeryn uses Infusion: Regeneration.
High Sun Paladin Aeryn starts regenerating health quickly.
High Sun Paladin Aeryn feels pain again.
Galvanic mage's spell attains critical power!
Talent Born into Magic is ready to use.
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.
The furious lightning storm around galvanic mage calms down and disappears.
Galen's Flowing Robe activates and resets galvanic mage's Hurricane cooldown!



























































































































































































