











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 | Cornac |
| Class | Temporal Warden |
| Level / Exp | 50 / 2655% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 35 (base 12) |
| Dexterity | 96 (base 64) |
| Constitution | 17 (base 10) |
| Magic | 133 (base 61) |
| Willpower | 88 (base 62) |
| Cunning | 59 (base 37) |
Resources
| Life | 1393/1393 |
| Paradox | 468 |
| Healing Factor | 1.682941519274 |
| Regeneration | 64.435845858825 |
Speed
| Mental | -9.9920072216264E-13% |
| Attack | -9.9920072216264E-13% |
| Movement | +30% |
| Spell | -9.9920072216264E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 8.1464265445105 |
| See Stealth | 46.106215889699 |
| See Invisible | 46.106215889699 |
Offense: Mainhand
| Damage | 313 |
| Accuracy | 78 |
| Crit Chance | 69% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 93 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +49% |
| Cold | +27% |
| All | +15% |
| Lightning | +48% |
| Light | +27% |
| Temporal | +66% |
| Physical | +63% |
| Darkness | +21% |
| Nature | +21% |
Offense: Damage Penetration
| Lightning | +40% |
| Acid | +35% |
| Nature | +30% |
| Temporal | +60% |
| Mind | +35% |
| Physical | +73% |
| Fire | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 35.780941570722 (38.594633868923%) |
| Defense | 94 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | -29 |
| Spell Save | 24 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 62%( 70%) |
| Arcane | + 58%( 70%) |
| Cold | + 41%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 55%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 61%( 70%) |
| Mind | + 41%( 80%) |
| Darkness | + 36%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 50% |
| Pinning Resistance | 45% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 3 turns and blocking 90 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 22 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. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 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 27 up to 6 times. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Stasis | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon Folding |
| talent | Contingency |
| talent | Chant of Fortitude |
| detrimental effect | The target is cursed, reducing defence and all saves by 72. Curse of Defenselessness |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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 |
You failed to protect the lone alchemist from death by ritch flamespitter. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Ividawyn the emperor wight. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 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 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by large brown snake. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 2706. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | 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 (+3 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 295 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 7/24. A wispy purple aura surrounds these translucent black boots. |
| Quiver | barbed quiver of dragonbone arrows of torment (10/23, 185% power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +20.0% Capacity: 23 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 377 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern 'Lisuselaith'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +7 Str Changes resistances: +12% acid / +6% temporal / +15% blight Disease immunity: +21% Life regen: +4.14 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
| Tool | Eilinemina the Dazzlehunger [power 355] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +3.0% Armour: +17 Defense: +25 (+5 eff.) Damage when hit (Melee): 8 arcane Changes stats: +2 Dex Changes damage: +12% light Critical mult.: +15.00% Infravision radius: +3 It can be used to summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1030 Base Damage: 412 Armor: 40 All Resist: 40 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | SulfurswiftPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +20 (+3 eff.) Armour: +6 Changes stats: +7 Wil / +8 Mag Changes resistances: +9% nature Changes resistances penetration: +5% nature / +10% physical Changes damage: +6% nature / +8% all Stun/Freeze immunity: +103% Life regen: +8.00 Only die when reaching: -60.00 life Spellpower: +33 (+7 eff.) Mindpower: +15 (+4 eff.) Rings make your fingers look great! |
| On fingers | RadhubersInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +34 (+6 eff.) Physical power: +15 (+2 eff.) Changes stats: +3 Str / +9 Dex / +8 Cun Changes damage: +7% all Life regen: +16.00 Maximum life: +71.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +2% Mindpower: +15 (+4 eff.) Healing mod.: +18% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Pitchpiety'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 48% Changes stats: +2 Mag Changes resistances: +9% darkness Changes resistances penetration: +10% acid Critical mult.: +20.00% Mental save: +9 (+3 eff.) Mana when firing critical spell: +2.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In main hand | Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+6 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+6 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 173 to 346 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
| On hands | Armosagrim (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +16.0% Armour: +3 Fatigue: +5% Damage (Melee): 16 arcane Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +8 Mag / +9 Wil Changes resistances: +6% acid / +6% fire / +10% arcane Changes damage: +9% arcane Critical mult.: +23.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +15% Mental crit. chance: +14% 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. |
| Main armor | Galereign the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +7 Str / +17 Mag / +7 Wil Changes resistances: +15% lightning / +9% temporal / +6% light / +3% fire / +6% nature / +15% all / +12% blight / +15% cold / +5% arcane Changes resistances penetration: +13% physical / +15% temporal Changes damage: +8% lightning / +48% physical / +27% temporal / +12% cold Life regen: +4.90 Maximum life: +75.00 Healing mod.: +30% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Zerydas the Scald's kiss (17 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Armour: +10 Defense: +17 (+4 eff.) Changes resistances: +16% nature / +18% blight Changes resistances penetration: +15% lightning / +25% fire Changes damage: +6% darkness Critical mult.: +30.00% Stealth bonus: +12 Physical save: +19 (+19 eff.) Spell save: +23 (+11 eff.) Mental save: +18 (+6 eff.) Life regen: +5.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Beriruirand'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Con Changes resistances: +29% temporal Changes resistances penetration: +25% physical / +20% temporal Changes damage: +24% temporal Critical mult.: +20.00% Physical save: +6 (+6 eff.) Pinning immunity: +45% Knockback immunity: +39% Stamina each turn: +3.00 Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 276; 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 instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 216; 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 instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 756%; 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 756% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 884%; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 884% 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 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. |
movement infusion of the wizard (speed 799%; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 799% 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 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. |
movement infusion of the wizard (speed 1156%; 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 1156% 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 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. |
regeneration infusion of the duelist (heal 575; 12 cd)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 575 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 23%; magical, mental; dur 4; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 23% 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 (res 19%; magical, mental; dur 4; 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 cure yourself of one random magical and mental 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 (res 15%; mental; dur 4; 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 cure yourself of one random mental effect and reduce all damage taken by 15% 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 (res 19%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 19% 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 17%; magical; dur 3; 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 cure yourself of one random magical effect and reduce all damage taken by 17% 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 19%; magical; dur 4; 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 cure yourself of one random 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 (res 20%; mental, magical; dur 3; 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 20% 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 of the psychic (res 37%; magical, physical; dur 4; 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 magical and physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 32%; magical, physical; dur 4; 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 cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 4 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 titan (res 23%; mental, 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 mental and physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 27%; magical; dur 3; 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 cure yourself of one random magical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 of the wizard (res 47%; magical, physical; dur 4; 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 magical and physical effect and reduce all damage taken by 47% for 4 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. |
Rune of the Rift (502.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 833.32 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 36; 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 35.65 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
acid wave rune (damage 70; 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 70.15 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
acid wave rune of the psychic (damage 257; dur 4; cd 16)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 257.14 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
biting gale rune of the warrior (damage 141; dur 4; cd 16)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 140.97 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 9; phase 32; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 8; phase 23; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 101; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a 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 3 turns and blocking 101 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. 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 (absorb 90; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a 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 3 turns and blocking 90 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. 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 sneak (absorb 79; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a 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 3 turns and blocking 79 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 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. |
shielding rune of the wizard (absorb 481; dur 4; cd 16)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 481 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 80; blocks 8; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (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 80 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. |
stormshield rune of the wizard (threshold 62; blocks 7; dur 4; 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: 14 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 62 up to 7 times. 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. |
teleportation rune of the psychic (range 116; cd 10)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 116 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 60; cd 10)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: 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. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 196; cd 10)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 196 with a minimum range of 15. 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. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Blackwither the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +5 Cun Changes resistances: +6% mind Changes resistances penetration: +15% cold Changes damage: +24% mind / +9% darkness Amulets make your neck look great! |
BlazevaultInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% mind / +18% lightning Changes resistances penetration: +15% mind Changes damage: +12% mind Cut immunity: +60% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 327 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Blizzardpiercer the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 38 Changes resistances penetration: +10% blight / +10% temporal / +10% cold Changes damage: +27% blight / +9% temporal Cut immunity: +60% Healing mod.: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 384 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Bloomreek the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 blight Changes resistances: +30% light / +15% mind / +12% fire / +12% nature / +30% darkness Changes resistances penetration: +25% mind Changes damage: +15% mind Blindness immunity: +47% Knockback immunity: +21% Only die when reaching: -60.00 life Healing mod.: +10% Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 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. |
Flashblack the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+2 eff.) Changes stats: +8 Lck / +6 Wil Changes resistances: +6% lightning / +6% light Silence immunity: +10% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
FloebloomInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 36 Changes stats: +16 Lck / +7 Dex Changes resistances: +10% physical / +6% mind / +15% cold Changes resistances penetration: +15% mind Stamina each turn: +1.00 Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
FloewilterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes damage: +6% cold Mental save: +12 (+4 eff.) Psi when hit: +0.04 Amulets make your neck look great! |
GlowspireCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes stats: +15 Mag Changes resistances: +15% light Changes resistances penetration: +20% light Talent mastery: +0.36 Chronomancy / Speed Control Vim when firing critical spell: +2.10 Maximum mana: +80.00 Amulets make your neck look great! |
Nerivea the GleamkinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +7 Wil Changes resistances: +12% mind Changes resistances penetration: +20% mind Changes damage: +9% light Critical mult.: +15.00% Mental save: +6 (+2 eff.) Blindness immunity: +34% Equilibrium when hit: +0.20 Maximum hate: +10.00 Light radius: +3 Infravision radius: +9 Sight radius: +2 See invisible: +13 Amulets make your neck look great! |
NondurInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 arcane Changes stats: +8 Con Changes resistances penetration: +25% blight / +25% temporal / +25% arcane Changes damage: +24% arcane Amulets make your neck look great! |
ShadesparInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +2 Wil Changes resistances penetration: +15% darkness Changes damage: +6% acid / +3% temporal / +15% darkness Mental save: +6 (+2 eff.) Confusion immunity: +11% Mindpower: +6 (+2 eff.) Amulets make your neck look great! |
SilalleInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +4 Str / +4 Con Changes damage: +6% mind Critical mult.: +20.00% Mental save: +3 (+1 eff.) 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." |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying voratun amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +25% mind Confusion immunity: +37% Amulets make your neck look great! |
copper amulet 'Glorima'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Cun / +6 Mag Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Amulets make your neck look great! |
gold amulet 'Bilewrecker'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +9% blight / +3% nature Changes resistances penetration: +10% nature Changes damage: +6% blight / +3% nature / +12% darkness Amulets make your neck look great! |
gold amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Cun Amulets make your neck look great! |
mindweaver's voratun amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil Mental save: +11 (+4 eff.) Blindness immunity: +32% Confusion immunity: +19% Mindpower: +15 (+4 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +11 Amulets make your neck look great! |
stabilizing voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +26% temporal Blindness immunity: +34% Pinning immunity: +34% Knockback immunity: +39% Infravision radius: +6 Sight radius: +2 See invisible: +11 Amulets make your neck look great! |
starseer's voratun amulet of perfection (0.40 Wild-gift / Harmony,0.40 Chronomancy / Blade Threading)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +7% darkness / +6% temporal / +7% light / +6% physical Talent masteries: +0.40 Wild-gift / Harmony +0.40 Chronomancy / Blade Threading Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
steel amulet 'Stormquick'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +2.0% Physical power: +10 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 4 physical Changes stats: +8 Str / +6 Dex / +5 Cun / +5 Con Changes resistances: +6% lightning / +3% physical Critical mult.: +10.00% Life regen: +2.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great! |
stralite amulet 'Shinelord'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +3 Str / +3 Wil Changes damage: +9% arcane / +18% blight Critical mult.: +20.00% Physical save: +21 (+21 eff.) Spell save: +22 (+11 eff.) Mental save: +22 (+7 eff.) Spell crit. chance: +5% See invisible: +18 Amulets make your neck look great! |
voratun amulet 'Bethunne'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +10 (+2 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Str / +1 Con Changes resistances: +27% lightning Changes damage: +12% arcane / +9% physical Physical save: +25 (+25 eff.) Spell save: +23 (+11 eff.) Mental save: +25 (+8 eff.) Blindness immunity: +36% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +10 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
voratun amulet 'Islaranne'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +17 (+4 eff.) Changes stats: +14 Lck / +7 Wil Changes resistances penetration: +5% blight Changes damage: +6% arcane / +12% blight Talent mastery: +0.36 Chronomancy / Threaded Combat Spell save: +9 (+4 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +25% Mana when firing critical spell: +2.04 Maximum mana: +60.00 Maximum vim: +30.00 Mindpower: +14 (+4 eff.) Reduce all damage from unseen attackers: 18% Amulets make your neck look great! |
wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% 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. |
Betabeth the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Physical power: +20 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 64% * 19% chance to reduce all saves and defense by 36 Damage (Melee): 28 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 36 Damage (Ranged): 35 physical Changes stats: +9 Cun / +8 Dex Changes resistances: +6% blight / +15% fire Changes damage: +7% all Spell save: +18 (+9 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +19 (+4 eff.) Mindpower: +12 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
BurnhunterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Wil / +4 Cun Changes damage: +6% fire Reduces incoming crit damage: 15.00% Physical save: +10 (+10 eff.) Spell save: +9 (+4 eff.) Mental save: +8 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
CharviceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +7 Dex / +3 Mag / +10 Cun Changes resistances penetration: +20% mind / +15% fire Rings make your fingers look great! |
Chenik the GloomstrikerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 acid / 8 darkness Changes stats: +3 Wil / +4 Con Changes resistances penetration: +25% acid Stun/Freeze immunity: +44% Life regen: +8.00 Light radius: +3 See invisible: +24 Rings make your fingers look great! |
CloudkillerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Changes resistances: +9% cold Changes resistances penetration: +20% lightning Changes damage: +6% lightning Mental save: +5 (+2 eff.) Confusion immunity: +23% Rings make your fingers look great! |
DazzlemaimInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 48% Changes resistances: +9% blight / +6% light / +10% nature / +18% acid Changes resistances penetration: +10% light Mental save: +11 (+4 eff.) Poison immunity: +23% Disease immunity: +21% Disarm immunity: +44% Confusion immunity: +44% Pinning immunity: +36% Knockback immunity: +42% Maximum life: +36.00 Light radius: +1 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. |
Elenedohek the SootmightInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +10 Con Changes resistances: +9% blight / +9% temporal / +6% darkness / +18% lightning Changes resistances penetration: +15% darkness Physical save: +39 (+39 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+45 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Heatrot the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +10 Mag / +7 Wil / +8 Cun Changes damage: +3% fire Critical mult.: +20.00% Spellpower: +20 (+4 eff.) Mental crit. chance: +3% 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 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
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 (+10 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 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. |
ShadownighInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 6 mind Changes stats: +2 Cun / +14 Wil Changes resistances: +16% temporal Changes resistances penetration: +25% darkness Changes damage: +12% mind Critical mult.: +20.69% Mental save: +18 (+6 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings make your fingers look great! |
Umbramonster the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 10 darkness Changes resistances: +41% lightning Changes damage: +13% lightning Cut immunity: +20% Rings make your fingers look great! |
Unrydrakath the DuathelbreacherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Changes resistances: +12% blight / +16% temporal / +6% darkness Changes damage: +12% darkness Reduces incoming crit damage: 10.00% Silence immunity: +50% Mana each turn: +0.39 Only die when reaching: -83.90 life Rings make your fingers look great! |
UrutarInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 20% chance to reduce armor by 48% Changes stats: +3 Wil Changes damage: +6% acid Spell save: +3 (+1 eff.) Mental save: +15 (+5 eff.) Healing mod.: +5% Rings make your fingers look great! |
XanywynPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Physical power: +6 (+1 eff.) Armour: +8 Changes resistances penetration: +20% acid Stamina each turn: +2.00 Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
conjurer's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +14 Defense: +14 (+3 eff.) Changes stats: +6 Mag / +7 Wil Spellpower: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! |
copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str / +4 Con 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 ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Elenn'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid / +6% temporal Changes damage: +11% acid Silence immunity: +10% Knockback immunity: +10% Rings make your fingers look great! |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Con Life regen: +6.00 Maximum life: +43.00 Healing mod.: +11% Rings make your fingers look great! |
gold quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +11 (+2 eff.) Armour: +14 Damage when hit (Melee): 2 arcane Changes stats: +7 Str / +7 Dex Changes resistances: +5% arcane Changes resistances penetration: +25% darkness Changes damage: +6% darkness Stun/Freeze immunity: +30% Spellpower: +11 (+2 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
gold quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +8 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +7 Str / +5 Dex / +6 Con Changes resistances: +6% darkness Changes resistances penetration: +15% darkness Changes damage: +15% darkness Blindness immunity: +31% Stun/Freeze immunity: +30% Infravision radius: +5 See stealth: +14 See invisible: +17 Rings make your fingers look great! |
gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 36 Damage (Melee): 10 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 36 Damage (Ranged): 10 physical Changes stats: +3 Cun 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: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
marksman's gold ring of aether (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Changes resistances: +12% arcane Changes damage: +12% arcane Rings make your fingers look great! |
mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Blindness immunity: +21% Infravision radius: +4 See stealth: +6 See invisible: +7 Rings make your fingers look great! |
pixie's gold ring of blight (+13%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Mag Changes resistances: +13% blight Changes damage: +13% blight Spellpower: +10 (+2 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: +4 Cun / +6 Mag Spellpower: +13 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings make your fingers look great! |
rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Cun Stun/Freeze immunity: +29% Life regen: +4.00 Rings make your fingers look great! |
savior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Physical save: +7 (+7 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Hazelady'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +4 Dex Changes resistances: +6% mind / +6% cold Changes resistances penetration: +20% cold Changes damage: +18% mind / +6% cold Rings make your fingers look great! |
steel ring 'Polyrera'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 48% Changes stats: +8 Str / +3 Dex / +2 Con Changes resistances: +28% darkness Changes resistances penetration: +20% physical Changes damage: +14% darkness / +6% acid Rings make your fingers look great! |
steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! |
stralite ring 'Beloba'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +6 Changes stats: +8 Dex / +6 Cun / +10 Con Reduces incoming crit damage: 15.52% Spell save: +36 (+17 eff.) Disease immunity: +10% Confusion immunity: +20% Maximum life: +60.00 Maximum stamina: +56.00 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings make your fingers look great! |
stralite ring 'Layiralle'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +20 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +6 Wil Changes resistances penetration: +15% temporal Critical mult.: +20.00% Mental save: +13 (+4 eff.) Confusion immunity: +41% Mana when firing critical spell: +2.02 Spell crit. chance: +8% Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +30% acid / +22% fire / +26% lightning / +24% cold Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +17.00 Maximum life: +47.00 Healing mod.: +16% Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +7 Str / +8 Con Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
wizard's gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 15 light Damage (Ranged): 16 light Changes stats: +5 Mag Changes damage: +11% light Spell save: +8 (+4 eff.) Rings make your fingers look great! |
wizard's voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 40 light Damage (Ranged): 15 light Changes stats: +15 Mag Changes damage: +17% light Spell save: +16 (+8 eff.) Rings make your fingers look great! |
Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 30% Cun, 35% Dex, 85% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 55% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
CinderterrorCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +23 (+4 eff.) Changes stats: +3 Str / +6 Dex / +4 Cun Changes resistances: +12% blight / +6% temporal / +5% arcane / +3% nature Changes damage: +6% fire Spell save: +30 (+15 eff.) Mental crit. chance: +15% Size category: +2 A belt that goes around your waist. |
EaridanInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +7 Con Reduces incoming crit damage: 15.00% Physical save: +10 (+10 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Light radius: +3 See invisible: +21 A belt that goes around your waist. |
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: +4 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. |
rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Chargestreak (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 27% chance to reduce armor by 48% Changes stats: +18 Dex / +6 Wil / +10 Cun / +4 Con Changes resistances: +33% acid Changes damage: +9% lightning / +15% acid Light radius: +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polysetha (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +3% physical Changes resistances penetration: +5% mind Spell save: +9 (+4 eff.) Mental save: +7 (+2 eff.) Poison immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Maximum life: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Duvudig' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +6% darkness Changes resistances penetration: +15% physical Disarm immunity: +20% Stun/Freeze immunity: +10% 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.Layereta (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 14 arcane Changes stats: +4 Wil Changes resistances: +18% blight / +36% nature / +15% all Changes resistances penetration: +34% blight / +34% arcane Changes damage: +24% nature / +12% blight Critical mult.: +27.20% Psi when hit: +0.36 Hate when firing a critical mind attack: +4.00 Mindpower: +20 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Strikesquall' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +7 Cun Changes resistances penetration: +10% lightning Critical mult.: +10.00% Maximum encumbrance: +30 Physical save: +8 (+8 eff.) Mental crit. chance: +6% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Thunderdash' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +5 (+1 eff.) Armour: +5 Fatigue: -6% Damage when hit (Melee): 10 lightning Changes stats: +4 Mag / +6 Wil Changes resistances: +20% darkness / +23% temporal Changes resistances penetration: +17% temporal / +19% darkness / +5% physical Changes damage: +6% physical Maximum encumbrance: +46 Physical save: +9 (+9 eff.) Mana each turn: +0.54 Only die when reaching: -40.00 life Maximum mana: +35.00 Spell crit. chance: +3% Defense after a teleport: +25 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.scholar's pair of voratun boots of strife (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% physical Spellpower: +13 (+3 eff.) Mindpower: +9 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrassra the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Dex / +4 Mag Changes resistances penetration: +10% blight Changes damage: +18% arcane Vim when firing critical spell: +2.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +3 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. |
Isavena (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 7 nature Changes stats: +10 Str / +3 Wil Changes resistances: +6% nature Changes damage: +5% nature / +9% acid Reduces incoming crit damage: 15.00% Light radius: +2 See invisible: +9 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. |
Urychik the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +6 Dex Reduces incoming crit damage: 15.00% Physical save: +7 (+7 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +28% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
voratun gauntlets 'Demonfiend' (10 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Armour: +3 Defense: +10 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 6 darkness Changes stats: +5 Str / +14 Wil Changes resistances penetration: +15% darkness Critical mult.: +20.88% Physical save: +10 (+10 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +49% 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. |
Cyroth (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Armour: +4 Fatigue: +4% Changes stats: +7 Str / +7 Dex / +3 Con Changes resistances penetration: +15% physical Critical mult.: +20.00% Physical save: +9 (+9 eff.) See invisible: +6 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 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 225.3 Physical damage. If the attack hits, the target is confused (45% effect) for 5 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Earthobsidian (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +8 Lck / +6 Wil Changes resistances: +10% blight / +12% cold Changes resistances penetration: +25% nature Changes damage: +12% nature Allows you to breathe in: water Mental save: +8 (+3 eff.) Spell crit. chance: +4% Mental crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Grinydobar the Bleakbliss (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Fatigue: +5% Changes stats: +1 Str / +3 Con Changes resistances: +1% physical Changes resistances penetration: +5% physical Changes damage: +3% darkness / +3% cold Stamina each turn: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
19 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. |
987 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. |
7 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. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+8 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+8 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
soldier's voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Changes stats: +3 Str Changes resistances: +8% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
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. |
15 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(141 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
watchleader's alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes damage: +7% mind Blindness immunity: +25% Confusion immunity: +16% Light radius: +8 See stealth: +10 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+10 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 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: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 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. |
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. |
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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
44 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. |
11 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. |
8 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. |
4 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. |
6 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 650.90 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. |
Curesweeper the voratun torque of clear mind [power 5] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Damage when hit (Melee): 6 light Changes stats: +10 Cun / +10 Con Changes resistances penetration: +33% physical Changes damage: +21% nature See invisible: +15 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 87. Torques are made by powerful psionics to store psionic powers. |
Khelyregodur the dwarven-steel torque of gale force [power 255] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +6% blight / +6% mind / +6% acid Mental save: +18 (+6 eff.) Disarm immunity: +20% Confusion immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 416 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Arusin' [power 260] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 8 mind Changes resistances penetration: +10% arcane Stun/Freeze immunity: +20% Mana each turn: +0.24 Only die when reaching: -40.00 life Maximum mana: +40.00 Spellpower: +15 (+3 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 424 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Flamespawner' [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +1 Dex / +3 Wil / +4 Cun Changes resistances penetration: +5% arcane / +10% fire Changes damage: +6% arcane It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 25% for 2 turns. * Increase the duration of 1 beneficial effects by 2. * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Bloomoath the dragonbone totem of healing [power 470] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 nature Changes stats: +5 Str Changes resistances: +15% nature / +12% temporal Changes resistances penetration: +5% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 470 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Silyna the Blazespawn [power 290] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% nature / +3% acid Changes damage: +3% lightning / +3% acid Pinning immunity: +20% Life regen: +4.00 It can be used to heal yourself and all friendly characters within 10 spaces for 290 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Gleammoon the elven-wood wand of conjuration [power 370] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 6 physical Changes stats: +3 Str / +7 Wil Changes resistances penetration: +15% physical Changes damage: +30% mind Only die when reaching: -80.00 life Mindpower: +15 (+4 eff.) Light radius: +3 It can be used to fire a magical bolt dealing 548 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Kilnoracle the elven-wood wand of lightning storm [power 422] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 10 physical Changes stats: +4 Str Changes resistances: +15% darkness / +21% fire Changes resistances penetration: +20% physical Changes damage: +15% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 124 lightning damage and will be dazed for 1 turn (624 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 81. 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. |
10 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. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+10 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+10 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
7 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. |
9 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. |
11 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. |
9 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 dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By folding man the Cornac Temporal Warden level 38
28th Dusk 123rd year of Ascendancy at 11:22 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By folding man the Cornac Temporal Warden level 50
80th Haze 123rd year of Ascendancy at 00:13 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By folding man the Cornac Temporal Warden level 38
25th Dusk 123rd year of Ascendancy at 11:45 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 folding man the Cornac Temporal Warden level 43
62nd Dusk 123rd year of Ascendancy at 19:56 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By folding man the Cornac Temporal Warden level 50
72nd Haze 123rd year of Ascendancy at 18:09 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By folding man the Cornac Temporal Warden level 42
58th Dusk 123rd year of Ascendancy at 12:14 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By folding man the Cornac Temporal Warden level 10
37th Haze 122nd year of Ascendancy at 14:27 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By folding man the Cornac Temporal Warden level 50
1st Allure 124th year of Ascendancy at 23:39 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By folding man the Cornac Temporal Warden level 41
55th Dusk 123rd year of Ascendancy at 16:26 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By folding man the Cornac Temporal Warden level 38
25th Dusk 123rd year of Ascendancy at 11:00 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By folding man the Cornac Temporal Warden level 50
37th Regrowth 124th year of Ascendancy at 22:56 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By folding man the Cornac Temporal Warden level 22
19th Regrowth 123rd year of Ascendancy at 07:44 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By folding man the Cornac Temporal Warden level 31
16th Pyre 123rd year of Ascendancy at 18:24 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By folding man the Cornac Temporal Warden level 32
48th Pyre 123rd year of Ascendancy at 01:12 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By folding man the Cornac Temporal Warden level 50
34th Regrowth 124th year of Ascendancy at 10:04 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 folding man the Cornac Temporal Warden level 31
33rd Pyre 123rd year of Ascendancy at 09:18 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 folding man the Cornac Temporal Warden level 44
63rd Dusk 123rd year of Ascendancy at 02:07 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By folding man the Cornac Temporal Warden level 50
2nd Allure 124th year of Ascendancy at 11:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By folding man the Cornac Temporal Warden level 10
65th Dusk 122nd year of Ascendancy at 12:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By folding man the Cornac Temporal Warden level 20
6th Decay 122nd year of Ascendancy at 14:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By folding man the Cornac Temporal Warden level 30
60th Regrowth 123rd year of Ascendancy at 18:29 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By folding man the Cornac Temporal Warden level 40
33rd Dusk 123rd year of Ascendancy at 03:37 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By folding man the Cornac Temporal Warden level 50
52nd Haze 123rd year of Ascendancy at 18:19 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By folding man the Cornac Temporal Warden level 50
33rd Regrowth 124th year of Ascendancy at 20:54 see stats
Paradoxology (Insane (Roguelike) difficulty)
Both killed your future self and got killed by your future self.By folding man the Cornac Temporal Warden level 29
59th Regrowth 123rd year of Ascendancy at 21:45 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By folding man the Cornac Temporal Warden level 27
42nd Regrowth 123rd year of Ascendancy at 05:38 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By folding man the Cornac Temporal Warden level 50
3rd Allure 124th year of Ascendancy at 06:31 see stats
Self-killer (Insane (Roguelike) difficulty)
Killed your future self.By folding man the Cornac Temporal Warden level 29
59th Regrowth 123rd year of Ascendancy at 21:45 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By folding man the Cornac Temporal Warden level 42
61st Dusk 123rd year of Ascendancy at 17:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By folding man the Cornac Temporal Warden level 32
38th Pyre 123rd year of Ascendancy at 07:33 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By folding man the Cornac Temporal Warden level 41
55th Dusk 123rd year of Ascendancy at 18:27 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By folding man the Cornac Temporal Warden level 50
37th Regrowth 124th year of Ascendancy at 22:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By folding man the Cornac Temporal Warden level 6
62nd Dusk 122nd year of Ascendancy at 01:29 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By folding man the Cornac Temporal Warden level 32
39th Pyre 123rd year of Ascendancy at 00:39 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By folding man the Cornac Temporal Warden level 50
37th Regrowth 124th year of Ascendancy at 22:56 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By folding man the Cornac Temporal Warden level 50
9th Regrowth 124th year of Ascendancy at 13:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By folding man the Cornac Temporal Warden level 10
67th Dusk 122nd year of Ascendancy at 11:04 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By folding man the Cornac Temporal Warden level 46
1st Haze 123rd year of Ascendancy at 23:47 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By folding man the Cornac Temporal Warden level 28
59th Regrowth 123rd year of Ascendancy at 06:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By folding man the Cornac Temporal Warden level 18
69th Haze 122nd year of Ascendancy at 15:12 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By folding man the Cornac Temporal Warden level 37
25th Dusk 123rd year of Ascendancy at 05:22 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By folding man the Cornac Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 22:37 see stats
Log
Bleeding from Folding man hits Argoniel for 245 physical damage.
Deep Wound from Folding man hits Argoniel for 255 physical damage.
Argoniel hits High Sun Paladin Aeryn for (43 absorbed), (43 absorbed), 0 blight, (3 absorbed), (3 absorbed), 0 blight, (9 absorbed), (9 absorbed), 0 blight, (38 absorbed), (38 absorbed), 0 blight, (3 absorbed), (3 absorbed), 0 nature, (10 absorbed), (10 absorbed), 0 blight (0 total damage).
Folding man shoots!
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (6 absorbed), (6 absorbed), 0 acid (0 total damage).
High Sun Paladin Aeryn hits Argoniel for 8 fire, 11 light, 22 physical (41 total damage).
Argoniel's Acid Strike is disrupted by her wounds!
Folding man calls forth a temporal warden from another timeline.
Folding man's temporal clone performs a melee critical strike against Argoniel!
Argoniel slows down.
Folding man's temporal clone is covered in acid!
Folding man's temporal clone performs a melee critical strike against Argoniel!
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)
Folding man's Shoot hits Argoniel for 469 physical, 51 lightning, 100 temporal (620 total damage).
Folding man's temporal clone hits Argoniel for 193 temporal, 857 physical, 6 arcane, 94 physical, 85 temporal, 146 temporal, 406 physical (1787 total damage).
Folding man's temporal clone killed Argoniel!
High Sun Paladin Aeryn casts Bathe in Light.
Folding man stops spinning fate.
Folding man stops weaving fate.
Folding man is no longer out of phase.
Talent Dimensional Step 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.


































































































































































