










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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.
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 50 / 856% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Isledhenor the copperhead snake at level 10 on the 10th Mirth 122nd year of Ascendancy at 12:59 0 / 8Killed by Saluwe the gigantic sandworm tunneler at level 23 on the 71st Dusk 122nd year of Ascendancy at 17:17 Killed by Isemiwyn the gigantic gravity worm at level 23 on the 72nd Dusk 122nd year of Ascendancy at 00:56 Killed by Isemiwyn the gigantic gravity worm at level 23 on the 72nd Dusk 122nd year of Ascendancy at 02:42 Killed by Aletta Soultorn at level 30 on the 6th Regrowth 123rd year of Ascendancy at 04:49 Killed by Lisuldanne the lesser vampire at level 30 on the 7th Regrowth 123rd year of Ascendancy at 19:44 Killed by Warmaster Gnarg at level 38 on the 41st Regrowth 123rd year of Ascendancy at 04:58 Killed by Emelurema the orc high cryomancer at level 50 on the 21st Haze 123rd year of Ascendancy at 00:59 |
Primary Stats
| Strength | 133 (base 66) |
| Dexterity | 39 (base 31) |
| Constitution | 74 (base 58) |
| Magic | 66 (base 60) |
| Willpower | 17 (base 9) |
| Cunning | 31 (base 13) |
Resources
| Life | -204/2355 |
| Stamina | 316/316 |
| Vim | 204/221 |
| Healing Factor | 2.4334426229509 |
| Regeneration | 240.62089777592 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +118.72307323196% |
Vision
| Sight | 11 |
| Lite | 11 |
| Infravision | 10 |
| See Stealth | 28.15452333781 |
| See Invisible | 55.15452333781 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
| Damage | 311 |
| Accuracy | 73 |
| Crit Chance | 36% |
| APR | 58 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 19% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +48% |
| Blight | +46% |
| Arcane | +37% |
| Mind | +50% |
| All | +19% |
| Lightning | +44% |
| Physical | +29% |
| Fire | +38% |
| Nature | +30% |
Offense: Damage Penetration
| Fire | +70% |
| Blight | +65% |
| Arcane | +55% |
| Mind | +70% |
| All | +50% |
Defense: Base
| Armour (hardiness) | 78.015378155925 (86.818181818182%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 79 |
| Spell Save | 64 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 72%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Confusion Resistance | 22% |
| Silence Resistance | 10% |
| Stun Resistance | 87% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 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: 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 172 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 430 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 846% 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. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Fearfire | 1.10 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Eternal Suffering |
| talent | Abyssal Shield |
| talent | Chant of Fortitude |
| beneficial effect | The target is using talents without consuming resources. Highborn's Bloom |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target assumes the form of a powerful demon. Destroyer |
| beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
| beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 130% Raging flames |
| detrimental effect | Zone-wide effect: +10% lightning damage, -10% lightning resistance, -10% physical power, -20% stun immunity. Static discharge |
| beneficial effect | The target is out of phase with reality, increasing defense by 30, resist all by 30%, and reducing the duration of detrimental timed effects by 40%. Out of PhaseThese effects cap at 40%. |
| beneficial effect | This unit has 50% resistance penetration. Recklessness |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 48%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| beneficial effect | The target has 55 increased life regeneration. Recovery |
| beneficial effect | This unit will not die until it has less than -176 HP. Surge of Power |
| beneficial effect | The target ignores pain, reducing all damage taken by 27%. Pain Suppression |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 18. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by Ce'Neranne the dreaming giant venus flytrap. Escort: lone alchemist (level 2 of Heart of the Gloom) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost tinker from death by Adama the dozing wolf. Escort: lost tinker (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by DOOM. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Adissra the skeleton archer. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed storm wyrm claw. * You've found the needed bear paw. 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. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Smolderhunter the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 6 lightning Changes stats: +14 Mag / +5 Wil / +6 Cun Changes resistances: +18% fire Changes resistances penetration: +20% fire Changes damage: +10% acid / +15% lightning / +6% blight Physical save: +15 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +10 (+3 eff.) Disease immunity: +42% Spellpower: +10 (+2 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Purelore the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Defense: +35 (+9 eff.) Effects on melee hit: * 10% chance to slow global speed by 48% Damage when hit (Melee): 30 fire Changes resistances: +8% temporal / +12% darkness / +14% blight / +10% cold / +10% fire Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +9 Infravision radius: +6 See invisible: +13 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 48 blight damage or heals 49 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. The set is complete. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / +10 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) It can be used to activate talent Bellowing Roar (costing 41 power out of 45/45) : Effective talent level: 3.6 Power cost: 41 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 42%) for 3 turns. The sound wave is so strong, your foes also take 240.14 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| Tool | Firestone [power 2] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Wil / +2 Cun / +3 Con Changes damage: +9% fire Light radius: +1 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Reduce fatigue by 34% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun Goedalath Rock ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 22% chance to reduce strength, dexterity, and constitution by 32 Damage when hit (Melee): 34 darkness Changes stats: +6 Con Changes resistances: +38% acid Changes resistances penetration: +15% blight Changes damage: +19% acid / +9% blight / +9% all Grants telepathy: Demon/Major Demon/Minor Reduces incoming crit damage: 5.00% Spell save: +18 (+5 eff.) Silence immunity: +10% Stun/Freeze immunity: +22% Life regen: +18.00 Maximum life: +94.00 Maximum stamina: +32.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +85% Rings can have magical properties. |
| On fingers | GildilInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +14 Defense: +14 (+4 eff.) Damage when hit (Melee): 4 blight Changes stats: +3 Mag Changes resistances: +19% mind / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +19% mind Spell save: +6 (+2 eff.) Life regen: +17.00 Mana when firing critical spell: +2.09 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +100.00 Healing mod.: +19% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 can have magical properties. |
| Around waist | Emelawen the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +8 (+2 eff.) Changes stats: +4 Str / +4 Dex / +7 Wil / +5 Cun Physical save: +38 (+7 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+3 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +3% Mindpower: +6 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
| In main hand | The Black Maul (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +12 (+2 eff.) Changes damage: +10% all Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 23 power out of 25/25) : Effective talent level: 4.5 Power cost: 23 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 290% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
| On hands | voratun gauntlets 'Brandpall' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Damage (Melee): 15 nature Damage when hit (Melee): 4 arcane / 4 fire Changes stats: +8 Dex / +9 Cun / +6 Con Changes resistances: +10% nature / +6% arcane Changes resistances penetration: +20% mind Changes damage: +12% arcane / +12% mind / +11% nature Physical save: +40 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +20 (+5 eff.) Disarm immunity: +100% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Scale Mail of Kroltar (20 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. The set is complete. When wielded/worn: Armour: +18 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +240.00 It can be used to activate talent Devouring Flame (costing 45 power out of 80/80) : Effective talent level: 3.6 Power cost: 45 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 33.03 fire damage in a radius of 4 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
| Cloak | Islith the elven-silk cloak (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Damage when hit (Melee): 4 blight Changes stats: +4 Str / +4 Con Changes resistances: +10% acid / +25% light / +6% blight / +35% fire / +9% lightning / +10% cold Changes damage: +6% arcane / +12% blight Stealth bonus: +15 Maximum life: +60.00 Maximum vim: +10.00 Spellpower: +20 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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 'Xemira'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +3 Changes stats: +4 Dex / +5 Wil / +8 Cun / +6 Con Critical mult.: +15.00% Physical save: +14 (+3 eff.) Mental save: +12 (+3 eff.) Confusion immunity: +22% Life regen: +5.00 Maximum life: +75.00 Maximum stamina: +20.00 Mindpower: +14 (+7 eff.) Amulets can have magical properties. |
Inventory
regeneration infusion of the warrior (heal 787; 15 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 787 life over 5 turns. 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 sneak (res 23%; physical; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 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. |
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! |
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 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
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 (+3 eff.) Spell save: +15 (+4 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. |
Liselrawen the steel amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +6 Wil / +3 Cun / +5 Con Changes resistances: +6% temporal Changes damage: +3% mind Mental save: +6 (+2 eff.) Confusion immunity: +12% Life regen: +2.00 Stamina each turn: +0.50 Hate when firing a critical mind attack: +1.00 Mindpower: +12 (+6 eff.) Movement speed: +10% Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +10 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
gold amulet 'Neruna'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical power: +17 (+3 eff.) Fatigue: -6% Changes resistances: +1% physical Changes damage: +7% physical Physical save: +18 (+3 eff.) Spell save: +17 (+5 eff.) Mental save: +17 (+4 eff.) Life regen: +3.00 Only die when reaching: -40.00 life Combat speed: +10% Amulets can have magical properties. |
voratun amulet 'Thunderguile'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +2 Physical power: +20 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +10% lightning Changes damage: +30% blight / +20% physical / +6% lightning / +30% fire Critical mult.: +37.00% Psi when hit: +0.08 Spellpower: +28 (+7 eff.) Combat speed: +20% Amulets can have magical properties. |
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 9 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. |
InfernobreakerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +9% acid / +12% mind / +5% arcane Changes damage: +18% fire Physical save: +15 (+3 eff.) Spell save: +6 (+2 eff.) Disarm immunity: +40% Pinning immunity: +44% Knockback immunity: +30% Maximum life: +34.00 Rings can have magical properties. |
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 (+2 eff.) Spell save: +10 (+3 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. |
RunorandPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -4% Changes resistances: +12% temporal Changes resistances penetration: +5% arcane Changes damage: +12% temporal Critical mult.: +10.00% Maximum encumbrance: +22 Maximum mana: +20.00 Spellpower: +6 (+1 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +5% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper amber ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Con Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Rings can have magical properties. |
voratun diamond ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +12 Mag / +12 Wil / +5 Cun / +5 Con Spellpower: +10 (+2 eff.) Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Kheloruizor the Coalrazor (60-96 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 18% Damage (radius 2) on crit: +52 acid / +40 nature When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +35 Physical crit. chance: +19.0% Defense: +17 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes resistances: +3% lightning Changes resistances penetration: +35% acid / +5% cold / +21% nature / +5% darkness Changes damage: +12% cold Critical mult.: +41.00% Disarm immunity: +63% Massive two-handed swords. |
enhanced stralite greatsword (47.5-76 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +9 Dex / +10 Mag / +10 Wil / +5 Cun / +16 Con Massive two-handed swords. |
voratun greatsword of torment (61-97.6 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Thunderknight the voratun waraxe (38.5-53.9 power, 13 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +26 physical Damage (radius 1) on hit: +16 lightning When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +6 Armour: +14 Defense: +40 (+10 eff.) Changes damage: +21% lightning Disarm immunity: +50% Maximum stamina: +38.77 One-handed war axes. |
Getodin the GloomblurPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +7 Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage when hit (Melee): 2 nature Changes stats: +3 Dex / +4 Wil / +10 Cun Changes resistances: +3% darkness Changes resistances penetration: +5% nature Changes damage: +3% darkness Damage against: +20% Summoned Reduced damage from: +21% Summoned Mental crit. chance: +8% It can be used to create a temporary shield that absorbs 227 damage Activation puts all charms on cooldown for 27 turns. A belt that goes around your waist. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 22 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 35 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Galozilagund the Torchworth (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+2 eff.) Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +1% physical Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to linen cloak. |
marshal's cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +18% darkness / +15% temporal Physical save: +8 (+1 eff.) Maximum life: +55.00 Defense after a teleport: +19 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+3 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 29 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. |
Festerripper (19 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +13 Defense: +19 (+5 eff.) Fatigue: -6% Damage when hit (Melee): 6 nature Changes stats: +15 Dex Changes resistances penetration: +10% nature Changes damage: +12% fire Maximum encumbrance: +50 Physical save: +13 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +4% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Korireroddanik (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +9 Mag / +5 Cun / +2 Con Changes resistances penetration: +15% arcane Reduces incoming crit damage: 10.00% Spell save: +15 (+4 eff.) Spellpower: +7 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blightbringer's pair of dwarven-steel boots of strife (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Mag / +4 Wil / +4 Con Changes resistances penetration: +7% physical Changes damage: +7% acid / +6% blight Disease immunity: +25% Spellpower: +6 (+1 eff.) Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 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. |
Poremith (10 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Damage (Melee): 7 fire Changes resistances: +6% nature / +7% fire Changes damage: +5% fire Reduces incoming crit damage: 10.00% Physical save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +10% Life regen: +3.70 Stamina each turn: +0.60 Psi each turn: +0.18 Maximum life: +64.00 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. |
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 23 power out of 25/25) : Effective talent level: 3.9 Power cost: 23 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 5 semicircle, dealing 162% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. 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 'Brightoracle' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +20.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Damage (Melee): 15 acid / 13 nature Damage when hit (Melee): 4 mind / 8 fire Changes resistances: +9% acid / +6% fire / +10% nature / +18% mind Changes damage: +8% acid / +11% nature / +6% mind Critical mult.: +13.00% Physical save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Spell crit. chance: +20% Mental crit. chance: +20% 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. |
The Black Crown (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Ulfytir (21 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +21 (+6 eff.) Fatigue: +4% Changes stats: +3 Cun Changes resistances: +9% nature / +20% light / +4% all Changes damage: +15% mind Physical save: +11 (+2 eff.) Mental save: +9 (+2 eff.) Mindpower: +15 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Invisible. |
iron helm 'Wretchvice' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Con Changes damage: +12% nature Physical save: +10 (+2 eff.) Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Invisible. |
voratun helm 'Poroleta' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +17 Str / +4 Wil Changes resistances: +15% fire / +9% mind / +22% cold Reduces incoming crit damage: 15.66% Mental save: +15 (+4 eff.) Life regen: +4.18 Psi when hit: +0.12 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 805.9 Physical damage. If the attack hits, the target is confused (39% 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. |
hardened stralite plate armour of the dragon (0 def, 20 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Fatigue: +22% Changes resistances: +18% acid / +16% physical / +18% cold / +18% lightning / +19% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +25% Knockback immunity: +28% A suit of armour made of metal plates. |
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. |
718 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Coalnull (dig speed 5 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Damage when hit (Melee): 6 acid Changes stats: +3 Str / +2 Dex Changes resistances: +12% acid / +9% physical / +24% darkness / +8% fire Changes resistances penetration: +5% darkness Changes damage: +9% acid Damage affinity(heal): +15% darkness Reduces incoming crit damage: 10.00% Light radius: +3 Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
ToxinvengeanceInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +6% acid / +3% cold / +6% nature Changes damage: +3% cold Physical save: +6 (+1 eff.) Light radius: +3 Healing mod.: +11% 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. |
Vorerin the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +6% light / +18% cold Changes resistances penetration: +20% acid Changes damage: +6% blight Physical save: +6 (+1 eff.) Teleport immunity: +20% Life regen: +4.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +3 Con Changes resistances: +8% blight Physical save: +13 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +15 (+4 eff.) Life regen: +4.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +8% blight / +7% fire / +7% darkness Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +5 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 48 blight damage or heals 49 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
66 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 180 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. |
Koriroddandur the Murkraptor [power 335] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to reduce damage dealt by 18% Disarm immunity: +20% Only die when reaching: -80.00 life It can be used to blast the opponent's mind dealing 502 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage penetration by 18% for 2 turns. * Reduce fatigue by 20% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Splendourkarma the iron torque of clear mind [power 1] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 physical Changes stats: +3 Cun / +1 Dex Changes resistances: +3% physical Light radius: +1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Squalorradiance' [power 260] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature / 2 blight Changes resistances: +3% temporal Critical mult.: +20.00% Damage Shield penetration: +10% It can be used to blast the opponent's mind dealing 390 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Heal for 65. Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of lightning storm 'Layethra' [power 176] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +4 Cun / +1 Wil Infravision radius: +1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (253 total damage) Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 13% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending ash wand of clairvoyance [power 10] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 71 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 2 beneficial effects by 1. 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 27 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. |
4 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. |
12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
4 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. |
4 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. |
8 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. |
10 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. |
11 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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By DOOM the Higher Doombringer level 34
18th Regrowth 123rd year of Ascendancy at 10:39 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By DOOM the Higher Doombringer level 49
16th Dusk 123rd year of Ascendancy at 12:46 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By DOOM the Higher Doombringer level 34
16th Regrowth 123rd year of Ascendancy at 17:19 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By DOOM the Higher Doombringer level 40
64th Regrowth 123rd year of Ascendancy at 00:26 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By DOOM the Higher Doombringer level 45
1st Summertide 123rd year of Ascendancy at 08:38 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By DOOM the Higher Doombringer level 37
31st Regrowth 123rd year of Ascendancy at 17:42 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DOOM the Higher Doombringer level 16
24th Dusk 122nd year of Ascendancy at 19:59 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By DOOM the Higher Doombringer level 37
27th Regrowth 123rd year of Ascendancy at 17:24 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By DOOM the Higher Doombringer level 33
15th Regrowth 123rd year of Ascendancy at 10:06 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By DOOM the Higher Doombringer level 50
6th Haze 123rd year of Ascendancy at 16:39 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By DOOM the Higher Doombringer level 21
66th Dusk 122nd year of Ascendancy at 14:22 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By DOOM the Higher Doombringer level 29
5th Allure 123rd year of Ascendancy at 16:49 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By DOOM the Higher Doombringer level 50
20th Haze 123rd year of Ascendancy at 17:10 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By DOOM the Higher Doombringer level 6
77th Pyre 122nd year of Ascendancy at 16:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DOOM the Higher Doombringer level 10
8th Mirth 122nd year of Ascendancy at 18:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DOOM the Higher Doombringer level 20
57th Dusk 122nd year of Ascendancy at 03:12 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By DOOM the Higher Doombringer level 30
5th Regrowth 123rd year of Ascendancy at 19:47 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By DOOM the Higher Doombringer level 40
63rd Regrowth 123rd year of Ascendancy at 15:20 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By DOOM the Higher Doombringer level 50
27th Dusk 123rd year of Ascendancy at 13:40 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By DOOM the Higher Doombringer level 29
5th Allure 123rd year of Ascendancy at 16:08 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By DOOM the Higher Doombringer level 50
72nd Dusk 123rd year of Ascendancy at 10:00 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By DOOM the Higher Doombringer level 50
72nd Dusk 123rd year of Ascendancy at 15:54 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By DOOM the Higher Doombringer level 50
9th Haze 123rd year of Ascendancy at 19:53 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By DOOM the Higher Doombringer level 24
39th Haze 122nd year of Ascendancy at 07:45 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By DOOM the Higher Doombringer level 31
10th Regrowth 123rd year of Ascendancy at 14:00 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By DOOM the Higher Doombringer level 23
71st Dusk 122nd year of Ascendancy at 14:37 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By DOOM the Higher Doombringer level 37
27th Regrowth 123rd year of Ascendancy at 22:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DOOM the Higher Doombringer level 9
8th Mirth 122nd year of Ascendancy at 05:22 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By DOOM the Higher Doombringer level 50
72nd Dusk 123rd year of Ascendancy at 13:57 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By DOOM the Higher Doombringer level 42
26th Pyre 123rd year of Ascendancy at 10:15 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DOOM the Higher Doombringer level 18
51st Dusk 122nd year of Ascendancy at 23:40 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By DOOM the Higher Doombringer level 20
57th Dusk 122nd year of Ascendancy at 16:02 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By DOOM the Higher Doombringer level 39
60th Regrowth 123rd year of Ascendancy at 12:06 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By DOOM the Higher Doombringer level 24
61st Haze 122nd year of Ascendancy at 10:17 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DOOM the Higher Doombringer level 15
6th Dusk 122nd year of Ascendancy at 02:22 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By DOOM the Higher Doombringer level 33
15th Regrowth 123rd year of Ascendancy at 15:40 see stats
Log
DOOM casts Rune: Reflection Shield.
A shield forms around DOOM.
DOOM casts Fearscape Shift.
DOOM is out of phase.
Emelurema the orc high cryomancer's black hole pulls DOOM in!
Your shield crumbles under the damage!
The shield around DOOM crumbles.
Emelurema the orc high cryomancer's black hole hits DOOM for (430 absorbed), 131 temporal, 322 darkness (454 total damage).
DOOM's aura of power vanishes.
Talent Draining Assault is ready to use.
DOOM receives 108 healing from DOOM's demonfire area effect.
DOOM uses Infusion: Wild.
DOOM lessens the pain.
DOOM uses Relentless Pursuit.
Emelurema the orc high cryomancer's black hole pulls DOOM in!
Emelurema the orc high cryomancer's black hole hits DOOM for 581 temporal damage.
DOOM the level 50 higher doombringer was grandfathered to death by Emelurema the orc high cryomancer on level 1 of High Peak.
DOOM's surge ends.
DOOM has finished recovering.
DOOM is no longer surging arcane power.
DOOM's is no longer blazing.
The black flame around DOOM dies down
DOOM is no longer transformed.
DOOM deactivates Flame of Urh'Rok.
DOOM deactivates Chant of Fortitude.
DOOM deactivates Abyssal Shield.
DOOM is no longer out of phase.
DOOM feels pain again.
DOOM deactivates Eternal Suffering.


























































































































































