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 Adventure |
Sex | Female |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 34 / 98% |
Size | medium |
Lifes / Deaths | Killed by Cknna the human at level 31 on the 8th Haze 122nd year of Ascendancy at 12:25 3 / 3Killed by bloated horror at level 33 on the 73rd Haze 122nd year of Ascendancy at 16:15 Killed by Lisawen the spire dragon at level 34 on the 76th Haze 122nd year of Ascendancy at 08:23 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 69 (base 60) |
Constitution | 15 (base 10) |
Magic | 65 (base 60) |
Willpower | 12 (base 12) |
Cunning | 32 (base 22) |
Resources
Life | 1167/1167 |
Paradox | 300 |
Healing Factor | 1.7260311219417 |
Regeneration | 54.283678785066 |
Speed
Mental | -6.1395333261771E-12% |
Attack | -6.1395333261771E-12% |
Movement | +46.80425806594% |
Spell | -6.1395333261771E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 3 |
See Stealth | 14.757005990805 |
See Invisible | 14.757005990805 |
Offense: Mainhand
Damage | 140 |
Accuracy | 65 |
Crit Chance | 48% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 8% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 11% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Acid | +8% |
Mind | +9% |
Nature | +15% |
Darkness | +6% |
Physical | +27% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Darkness | +23% |
Temporal | +15% |
Mind | +10% |
Physical | +15% |
Cold | +25% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 37 (69.687909656376%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 36 |
Mental Save | 30 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 28%( 70%) |
All | + 7%( 70%) |
Darkness | + 39%( 70%) |
Light | + 18%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 8%( 70%) |
Mind | + 13%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Silence Resistance | 31% |
Bleed Resistance | 40% |
Confusion Resistance | 33% |
Teleport Resistance | 20% |
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 425 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 93 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% 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. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortitude |
talent | Weapon Folding |
talent | Contingency |
talent | Temporal Hounds |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by aether beam. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by Goyalaith the skeleton warrior. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Bethovea the war bear. Escort: lost defiler (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Siletha the snow giant thunderer. Escort: lost sun paladin (level 2 of Daikara) | failed |
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 |
Escort the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell) | active |
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 Strength by +5. | 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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 464. | 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 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! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) =ge= undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) =ge=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +16% darkness / +16% temporal Changes resistances penetration: +13% darkness / +15% temporal Silence immunity: +31% Confusion immunity: +33% Stun/Freeze immunity: +28% Defense after a teleport: +18 Resist all after a teleport: +13% New effects duration reduction after a teleport: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Arthablek (19/19, 60-85 power, 14 apr) Arthablek (19/19, 60-85 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 60.5 - 84.7 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +19.5% Capacity: 19 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 158 physical damage On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage Shield penetration (this weapon only): +20% Damage (Ranged): +29 cold / +8 mind / +8 arcane Damage (radius 2) on crit: +20 mind / +20 cold Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern 'Bynik' brass lantern 'Bynik'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Critical mult.: +5.00% Maximum life: +41.00 Mindpower: +15 (+7 eff.) Mental crit. chance: +3% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Lisarin the Frozenwar (0 def, 10 armour) =ge= Lisarin the Frozenwar (0 def, 10 armour) =ge=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +20 (+6 eff.) Armour: +10 Fatigue: +3% Changes resistances: +6% mind / +12% cold Infravision radius: +3 A cap made of leather. |
Tool | Grinolegorn the dwarven-steel pickaxe (dig speed 24 turns) Grinolegorn the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +37 (+10 eff.) Changes stats: +6 Str / +4 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% physical Changes damage: +27% physical Stamina each turn: +3.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Hazespire =ge= Hazespire =ge=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +30 (+8 eff.) Changes stats: +2 Con Changes resistances penetration: +25% cold Reduces incoming crit damage: 10.00% Life regen: +9.00 Maximum life: +55.00 Healing mod.: +14% Rings make your fingers look great! |
On fingers | gold ring 'Blindstinger' =ge= gold ring 'Blindstinger' =ge=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage when hit (Melee): 2 mind Changes stats: +10 Cun Changes resistances penetration: +10% mind Changes damage: +9% mind Life regen: +8.00 Equilibrium when hit: +0.08 Maximum life: +55.00 Healing mod.: +13% Rings make your fingers look great! |
Around waist | Getugarion the hardened leather belt Getugarion the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Changes resistances: +6% blight / +9% nature / +6% darkness Spell save: +9 (+4 eff.) Life regen: +1.80 Healing mod.: +16% A belt that goes around your waist. |
In main hand | elven-wood longbow of true flight elven-wood longbow of true flightRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +12.0% Longbows are used to shoot arrows at your foes. |
On hands | Pusnaught (0 def, 9 armour) Pusnaught (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Effects on melee hit: * 20% chance to slow global speed by 45% Damage (Melee): 8 acid / 11 cold Changes resistances: +8% acid / +10% cold / +9% nature Changes damage: +8% acid / +11% cold / +15% nature Mental save: +11 (+6 eff.) Maximum life: +61.00 Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Bilebiter (9 def, 6 armour) Bilebiter (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 45% * 10% chance to reduce damage dealt by 16% Changes resistances: +3% nature Changes resistances penetration: +10% darkness / +20% nature Changes damage: +6% darkness Life regen: +8.40 Maximum life: +42.00 Healing mod.: +13% A suit of armour made of leather. |
Cloak | linen cloak 'Glynor' (11 def, 8 armour) linen cloak 'Glynor' (11 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +1% physical Physical save: +6 (+3 eff.) Spell save: +18 (+7 eff.) Teleport immunity: +20% Life regen: +4.00 Maximum life: +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit steel amulet of healing starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +12% darkness Blindness immunity: +24% Cut immunity: +40% Healing mod.: +12% 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 215 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 182; cd 11) healing infusion of the wizard (heal 182; 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 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 444%; cd 13) movement infusion of the psychic (speed 444%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 444% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 633%; cd 15) movement infusion of the wizard (speed 633%; 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 increase movement speed by 633% 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. |
wild infusion of the wizard (res 28%; mental; dur 4; cd 10) wild infusion of the wizard (res 28%; 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 28% 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. |
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 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. 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 warrior (absorb 58; cd 12) shatter afflictions rune of the warrior (absorb 58; 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: 12 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 58 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 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. |
shielding rune of the sneak (absorb 416; dur 5; cd 18) shielding rune of the sneak (absorb 416; dur 5; cd 18)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 416 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 321; dur 5; cd 14) shielding rune of the wizard (absorb 321; dur 5; 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: 14 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 321 damage for 5 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. |
shielding rune of the wizard (absorb 625; dur 5; cd 15) shielding rune of the wizard (absorb 625; dur 5; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 625 damage for 5 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. |
shielding rune of the wizard (absorb 448; dur 5; cd 17) shielding rune of the wizard (absorb 448; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 448 damage for 5 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. |
Bogsmash the copper amulet Bogsmash the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 2 nature Changes stats: +4 Dex / +3 Wil Changes resistances: +3% physical Changes resistances penetration: +15% physical Only die when reaching: -20.00 life Amulets make your neck look great! |
Dagantir the stralite amulet Dagantir the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +18 Physical power: +10 (+4 eff.) Damage when hit (Melee): 6 physical Changes stats: +2 Dex / +4 Con Changes resistances: +14% temporal Critical mult.: +12.00% Physical save: +9 (+5 eff.) Pinning immunity: +36% Knockback immunity: +38% Life regen: +6.00 Maximum life: +39.00 Maximum stamina: +30.00 Amulets make your neck look great! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+8 eff.) Spell save: +15 (+6 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Fulyran FulyranInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% fire / +21% light / +12% darkness Physical save: +12 (+6 eff.) Blindness immunity: +21% Stun/Freeze immunity: +10% Life regen: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Withering Orbs 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... |
Xerilrarin XerilrarinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +5 Dex / +2 Wil / +5 Cun / +7 Con Changes resistances: +16% fire / +16% cold Physical save: +14 (+7 eff.) Spell save: +12 (+5 eff.) Mental save: +15 (+8 eff.) Life regen: +3.00 Stamina each turn: +0.90 Maximum psi: +40.00 Movement speed: +10% Amulets make your neck look great! |
restful steel amulet of constitution (+3) restful steel amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Life regen: +2.00 Amulets make your neck look great! |
stabilizing steel amulet of strength (+2) stabilizing steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets make your neck look great! |
starlit copper amulet of cunning (+2) starlit copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets make your neck look great! |
Aeruda AerudaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +30 (+8 eff.) Changes stats: +4 Dex Critical mult.: +10.00% Disease immunity: +10% Knockback immunity: +20% 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! |
Isunn the Barkspiker Isunn the BarkspikerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Con Changes resistances: +3% cold Changes damage: +6% nature Reduces incoming crit damage: 5.00% Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.94 cold and 10.23 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wildshine the gold ring Wildshine the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +10 Con Changes resistances: +6% light / +6% nature Changes resistances penetration: +10% nature / +5% light Spell save: +10 (+5 eff.) Blindness immunity: +22% Maximum stamina: +13.00 Infravision radius: +5 See stealth: +11 See invisible: +10 Rings make your fingers look great! |
copper ring of perseverance 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! |
gold ring 'Kindleenvy' gold ring 'Kindleenvy'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes resistances: +12% nature / +15% fire / +6% darkness / +5% arcane Silence immunity: +20% Disarm immunity: +34% Pinning immunity: +29% Stun/Freeze immunity: +20% Knockback immunity: +58% Maximum life: +31.00 Light radius: +3 Rings make your fingers look great! |
savior's steel ring of lightning (+22%) savior's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
sneakthief's stralite ring of lightning (+34%) sneakthief's stralite ring of lightning (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +34% lightning Changes damage: +17% lightning Rings make your fingers look great! |
warrior's gold ring of lightning (+24%) warrior's gold ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+8 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
enhanced stralite dagger (32-41 power, 9 apr) enhanced stralite dagger (32-41 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Str / +5 Dex / +6 Mag / +6 Wil / +11 Cun / +6 Con Sharp, short and deadly. |
Alydesin the hardened leather belt Alydesin the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes resistances: +6% light / +3% physical Maximum life: +88.00 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Moldpiercer the rough leather belt Moldpiercer the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 45% Changes resistances penetration: +15% nature Stun/Freeze immunity: +20% Maximum life: +52.00 A belt that goes around your waist. |
Sunlady SunladyInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal / +3% light / +6% cold Changes resistances penetration: +5% light Changes damage: +12% lightning / +3% cold Light radius: +1 A belt that goes around your waist. |
blurring hardened leather belt of recklessness blurring hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Defense: +10 (+3 eff.) Critical mult.: +7.00% Stealth bonus: +6 A belt that goes around your waist. |
linen cloak 'Issedar' (1 def, 0 armour) linen cloak 'Issedar' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% mind / +3% nature / +5% arcane Reduces incoming crit damage: 5.00% Knockback immunity: +20% Only die when reaching: -80.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe of corrosion (+24%) (0 def, 0 armour) elven-silk robe of corrosion (+24%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +24% acid / +15% all Changes damage: +16% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Earathad (0 def, 1 armour) Earathad (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Dex / +4 Mag / +3 Con / +6 Lck Reduces incoming crit damage: 10.00% Stealth bonus: +5 Light radius: +1 A pair of boots made of leather. |
Eilinytira the Stormglean (0 def, 3 armour) Eilinytira the Stormglean (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +15% lightning / +12% light / +8% fire / +5% arcane / +8% cold Confusion immunity: +20% Stun/Freeze immunity: +20% A pair of boots made of leather. |
Xutta (0 def, 19 armour) Xutta (0 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +19 Changes stats: +3 Cun / +3 Con Reduces incoming crit damage: 15.00% Physical save: +15 (+8 eff.) Mental save: +15 (+8 eff.) Maximum life: +100.00 A pair of boots made of leather. |
grounding pair of dwarven-steel boots (0 def, 4 armour) grounding pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% lightning / +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of dwarven-steel boots (0 def, 4 armour) invigorating pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Stamina each turn: +0.40 Maximum life: +41.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Dazzlesnake' (0 def, 3 armour) pair of iron boots 'Dazzlesnake' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10 arcane resource burn Changes resistances: +12% acid / +6% fire / +3% lightning / +15% cold Changes damage: +3% light Disease immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tarridurig the Hellsserpent (0 def, 4 armour) Tarridurig the Hellsserpent (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to slow global speed by 45% Changes stats: +4 Str Changes resistances: +18% lightning / +15% cold / +9% fire Changes resistances penetration: +20% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xeralaith (1 def, 0 armour) Xeralaith (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +18% lightning / +3% fire Changes resistances penetration: +15% acid Changes damage: +12% lightning / +15% acid A pointy cloth hat, very wizardly... |
hardened leather cap 'Aeriminn' (0 def, 3 armour) hardened leather cap 'Aeriminn' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 32% Damage when hit (Melee): 8 acid / 6 mind Changes resistances: +13% cold Allows you to breathe in: water Critical mult.: +15.00% Mental save: +6 (+3 eff.) A cap made of leather. |
Suncutter (19/19, 31-43 power, 12 apr) Suncutter (19/19, 31-43 power, 12 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 31.0 - 43.4 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +3.5% Capacity: 19 Travel speed: +200% Damage (Ranged): +8 fire When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of yew arrows of crippling (20/20, 29-41 power, 10 apr) psychokinetic quiver of yew arrows of crippling (20/20, 29-41 power, 10 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 29.0 - 40.6 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +27 physical Arrows are used with bows to pierce your foes to death. |
9 agate 9 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. |
675 alchemist agate 675 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Runamasus' (dig speed 30 turns) dwarven-steel pickaxe 'Runamasus' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Str Changes resistances: +6% acid / +9% cold / +6% darkness Spell save: +3 (+2 eff.) Maximum life: +80.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
8 emerald 8 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 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
2 Crystal Focus 2 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 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. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 115% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Blazeripper [power 150] (15 cooldown) Blazeripper [power 150] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% lightning Changes damage: +6% lightning / +6% fire It can be used to blast the opponent's mind dealing 164 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Weepnail' [power 265] (15 cooldown) dwarven-steel torque of gale force 'Weepnail' [power 265] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Changes resistances: +9% nature It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 337 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. * Reduce fatigue by 37% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick yew totem of stinging [power 212] (11 cooldown) quick yew totem of stinging [power 212] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 244 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
Dairemas the dragonbone wand of conjuration [power 380] (15 cooldown) Dairemas the dragonbone wand of conjuration [power 380] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% nature / +6% light Maximum wards: +5 blight / +4 fire / +4 mind / +3 darkness Talent granted: +1 Ward Mental save: +6 (+3 eff.) Disarm immunity: +20% It can be used to fire a magical bolt dealing 410 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 52% for 2 turns. * Heal for 89. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 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. |
15 ametrine 15 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. |
5 citrine 5 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. |
5 zircon 5 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. |
Achievements
By Nighteyes the Cornac Temporal Warden level 29
69th Dusk 122nd year of Ascendancy at 02:02 see stats
By Nighteyes the Cornac Temporal Warden level 27
60th Dusk 122nd year of Ascendancy at 11:35 see stats
By Nighteyes the Cornac Temporal Warden level 32
72nd Haze 122nd year of Ascendancy at 23:16 see stats
By Nighteyes the Cornac Temporal Warden level 29
70th Dusk 122nd year of Ascendancy at 00:10 see stats
By Nighteyes the Cornac Temporal Warden level 22
35th Dusk 122nd year of Ascendancy at 02:43 see stats
By Nighteyes the Cornac Temporal Warden level 31
1st Time of Equilibrium 122nd year of Ascendancy at 07:52 see stats
By Nighteyes the Cornac Temporal Warden level 27
60th Dusk 122nd year of Ascendancy at 11:05 see stats
By Nighteyes the Cornac Temporal Warden level 29
69th Dusk 122nd year of Ascendancy at 22:03 see stats
By Nighteyes the Cornac Temporal Warden level 10
3rd Mirth 122nd year of Ascendancy at 18:18 see stats
By Nighteyes the Cornac Temporal Warden level 20
6th Dusk 122nd year of Ascendancy at 03:45 see stats
By Nighteyes the Cornac Temporal Warden level 30
70th Dusk 122nd year of Ascendancy at 13:22 see stats
By Nighteyes the Cornac Temporal Warden level 27
60th Dusk 122nd year of Ascendancy at 11:35 see stats
By Nighteyes the Cornac Temporal Warden level 29
69th Dusk 122nd year of Ascendancy at 22:03 see stats
By Nighteyes the Cornac Temporal Warden level 20
23rd Dusk 122nd year of Ascendancy at 03:30 see stats
By Nighteyes the Cornac Temporal Warden level 27
60th Dusk 122nd year of Ascendancy at 11:35 see stats
By Nighteyes the Cornac Temporal Warden level 11
5th Mirth 122nd year of Ascendancy at 03:55 see stats
By Nighteyes the Cornac Temporal Warden level 27
60th Dusk 122nd year of Ascendancy at 11:35 see stats
By Nighteyes the Cornac Temporal Warden level 17
7th Flare 122nd year of Ascendancy at 22:31 see stats
By Nighteyes the Cornac Temporal Warden level 22
34th Dusk 122nd year of Ascendancy at 22:02 see stats
By Nighteyes the Cornac Temporal Warden level 16
3rd Flare 122nd year of Ascendancy at 11:45 see stats
By Nighteyes the Cornac Temporal Warden level 6
77th Pyre 122nd year of Ascendancy at 22:47 see stats
Log
You gain 6.38 gold from the transmogrification of duelist's reinforced leather armour of clarity (18 def, 12 armour).
You gain 8.77 gold from the transmogrification of rejuvenating dwarven-steel mail armour of resilience (3 def, 8 armour).
You gain 4.41 gold from the transmogrification of radiant stralite mail armour (4 def, 8 armour).
You gain 24.77 gold from the transmogrification of Torchbloom (2 def, 6 armour).
You gain 0.20 gold from the transmogrification of hardened leather cap (0 def, 3 armour).
You gain 7.35 gold from the transmogrification of eldritch cashmere wizard hat (2 def, 0 armour).
You gain 0.35 gold from the transmogrification of dwarven-steel helm (0 def, 4 armour).
You gain 3.49 gold from the transmogrification of catburglar's hardened leather cap (0 def, 3 armour).
You gain 6.11 gold from the transmogrification of spellcowled cashmere cloak of the guardian (10 def, 5 armour).
You gain 2.47 gold from the transmogrification of enveloping cashmere cloak of Iron Throne (10 def, 0 armour).
You gain 7.28 gold from the transmogrification of ravager's hardened leather belt of life.
You gain 3.19 gold from the transmogrification of nightruned hardened leather belt of dampening.
You gain 25.00 gold from the transmogrification of hardened leather belt 'Gywyn'.
You gain 25.00 gold from the transmogrification of Strikeripper the hardened leather belt.
You gain 6.30 gold from the transmogrification of throat-seeking stralite steamgun.
You gain 7.37 gold from the transmogrification of stralite steamgun of true flight.
You gain 5.32 gold from the transmogrification of ethereal yew vilestaff (20-24 power, 4 apr, blight element).
You gain 21.59 gold from the transmogrification of Chillstun the ash starstaff (15-18 power, 3 apr, light element).
You gain 18.73 gold from the transmogrification of living mindstar 'Hettygund' (18-20 power, 40 apr, mind damage).
You gain 8.13 gold from the transmogrification of plaguebringer's steel mace of evisceration (15-21 power, 3 apr).
You gain 25.00 gold from the transmogrification of dwarven-steel greatmaul 'Balematar' (41-62 power, 2 apr).
You gain 18.20 gold from the transmogrification of Aerewen (10-14 power, 6 apr).
You gain 9.73 gold from the transmogrification of blazebringer's stralite battleaxe of crippling (46-70 power, 3 apr).
You gain 19.94 gold from the transmogrification of Flashbreacher the steel battleaxe (21-32 power, 2 apr).
You gain 1.55 gold from the transmogrification of ethereal rune (power 11; resist 13%; move 51%; dur 5; cd 22).
You gain 1.53 gold from the transmogrification of movement infusion (speed 641%; cd 11).
You gain 4.02 gold from the transmogrification of heroism infusion (die at -202; dur 7; cd 28).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.