Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 50 / 345% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 5th Allure 123rd year of Ascendancy at 08:39 0 / 8Killed by Urkis, the High Tempest at level 20 on the 5th Allure 123rd year of Ascendancy at 10:05 Killed by greater multi-hued wyrm at level 22 on the 19th Regrowth 123rd year of Ascendancy at 19:34 Killed by war hound at level 30 on the 59th Pyre 123rd year of Ascendancy at 18:54 Killed by overpowered greater multi-hued wyrm at level 34 on the 1st Dusk 123rd year of Ascendancy at 06:52 Killed by Doomed Shade of Enyomnd at level 36 on the 23rd Haze 123rd year of Ascendancy at 15:27 Killed by skeleton master archer at level 37 on the 36th Haze 123rd year of Ascendancy at 19:35 Killed by Elandar at level 46 on the 37th Pyre 124th year of Ascendancy at 14:29 |
Antimagic | Follower |
Primary Stats
Strength | 88 (base 57) |
Dexterity | 36 (base 10) |
Constitution | 64 (base 39) |
Magic | 25 (base 10) |
Willpower | 126.10859373383 (base 60) |
Cunning | 102.8040823224 (base 60) |
Resources
Life | 1680/1680 |
Hate | 54/125 |
Equilibrium | 52 |
Healing Factor | 0.87168167463698 |
Regeneration | 0.21792041865924 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +165.1407560879% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 8 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 205 |
Accuracy | 75 |
Crit Chance | 38% |
APR | 75 |
Speed | 1.00 |
Offense: Offhand
Damage | 175 |
Accuracy | 75 |
Crit Chance | 40% |
APR | 48 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 89 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 43.19 (73.452380952381%) |
Defense | 62 |
Ranged Defense | 63 |
Fatigue | 21 |
Physical Save | 61 |
Spell Save | 61 |
Mental Save | 69 |
Defense: Resistances
All | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 17% |
Fear Resistance | 15% |
Knockback Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 68% |
Inscriptions (4/4)
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 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 781 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 326 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 698% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stalk |
talent | Gloom |
talent | Psiblades |
talent | Surge |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved mental save by +4. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You failed to protect the lone alchemist from death by Adyldath the shimmering crystal. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by giant carpenter ant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Emudarin the ghoul. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1026. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Sunsweeper the pair of hardened leather boots (Corpses) (0 def, 3 armour) Sunsweeper the pair of hardened leather boots (Corpses) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to blind * 15% chance to corrode armour Damage when hit (Melee): 4 light / 8 acid Changes stats: +5 Dex / +2 Cun / +2 Con / +7 Lck Changes resistances penetration: +5% light Stealth bonus: +7 Physical save: +12 (+3 eff.) Mental save: +10 (+3 eff.) Stamina each turn: +0.60 Maximum stamina: +14.00 Curse of Corpses A pair of boots made of leather. |
Light source | Malolakath MalolakathInfused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +4 Str / +2 Mag / +2 Cun / +1 Con Changes resistances: +3% all Reduces incoming crit damage: 10.00% Physical save: +16 (+4 eff.) Spell save: +29 (+7 eff.) Mental save: +15 (+4 eff.) Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Dragon-helm of Kroltar (Shrouds) (5 def, 9 armour) Dragon-helm of Kroltar (Shrouds) (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) 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 / -4 Lck / +5 Con Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Curse of Shrouds It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
On hands | Ruthless Grip (Shrouds) (0 def, 5 armour) Ruthless Grip (Shrouds) (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% Curse of Shrouds It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 17.81 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Tool | Yvuwen the steel torque of psychoportation [power 30] (30 cooldown) Yvuwen the steel torque of psychoportation [power 30] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +1 Dex / +2 Con Maximum wards: +2 physical / +3 mind / +2 darkness Changes damage: +6% temporal Grants telepathy: Humanoid/Orc Talent granted: +1 Ward It can be used to teleport randomly (rad 30), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | gold ring 'Corruptionire' (Nightmares) gold ring 'Corruptionire' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature / +12% physical Changes damage: +12% physical Curse of Nightmares Rings can have magical properties. |
On fingers | solipsist's voratun ring of misery (Nightmares) solipsist's voratun ring of misery (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +13 Cun / +7 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Mindpower: +14 (+3 eff.) Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
Around neck | Zydor the voratun amulet (Madness) Zydor the voratun amulet (Madness)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +20 (+5 eff.) Changes stats: +14 Lck / +2 Wil Changes resistances: +20% light / +30% darkness Changes resistances penetration: +10% arcane Physical save: +12 (+3 eff.) Blindness immunity: +68% Infravision radius: +8 Sight radius: +2 See invisible: +12 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
In main hand | Eyal's Will (Misfortune) (22-24.2 power, 75 apr, nature damage) Eyal's Will (Misfortune) (22-24.2 power, 75 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 142% Wil, 37% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +75 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +18 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +33 (+7 eff.) Mental crit. chance: +9% Curse of Misfortune It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 110.02 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
In off hand | Oozing Heart (Madness) (17-18.7 power, 48 apr, nature slow damage) Oozing Heart (Madness) (17-18.7 power, 48 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 125% Wil, 38% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +48 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 manaburn arcane When wielded/worn: Changes stats: +3 Cun / +11 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+4 eff.) Mindpower: +22 (+5 eff.) Mental crit. chance: +8% Curse of Madness It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 96.06 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Cloak | Cloth of Dreams (Corpses) (10 def, 0 armour) Cloth of Dreams (Corpses) (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 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.3 Power cost: 10 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 89 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 80% 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. |
Main armor | Scale Mail of Kroltar (Misfortune) (20 def, 18 armour) Scale Mail of Kroltar (Misfortune) (20 def, 18 armour)Requires: - Strength 38 - Talent Armour Training 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 Curse of Misfortune It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 13.41 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
healing infusion of the sneak (heal 290) healing infusion of the sneak (heal 290)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 290 and cleanse 1 wound and poison effect. 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 ability. |
healing infusion of the warrior (heal 266) healing infusion of the warrior (heal 266)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 and cleanse 1 wound and poison effect. 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 ability. |
heroism infusion of the psychic (+23 for 13 turns, die at -931) heroism infusion of the psychic (+23 for 13 turns, die at -931)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 13 turns. While Heroism is active, you will only die when reaching -931 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
heroism infusion of the sneak (+20 for 12 turns, die at -1108) heroism infusion of the sneak (+20 for 12 turns, die at -1108)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. While Heroism is active, you will only die when reaching -1108 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
insidious poison infusion of the duelist (41 nature damage, 44% healing reduction) insidious poison infusion of the duelist (41 nature damage, 44% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 41.64 nature damage per turn for 7 turns, and reducing the target's healing received by 44%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 503 over 5 turns) regeneration infusion of the sneak (heal 503 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. 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 ability. |
regeneration infusion of the titan (heal 531 over 5 turns) regeneration infusion of the titan (heal 531 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 531 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 6; power 72; turns 5; dispells darkness) sun infusion of the psychic (rad 6; power 72; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 36). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 72) for 5 turns. 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 ability. |
sun infusion of the titan (rad 7; power 52; turns 3; dispells darkness) sun infusion of the titan (rad 7; power 52; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 52) for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 22%; cure mental) wild infusion of the duelist (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 31%; cure magical) wild infusion of the sneak (resist 31%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 5 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 ability. |
wild infusion of the titan (resist 19%; cure magical) wild infusion of the titan (resist 19%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 16%; cure physical) wild infusion of the titan (resist 16%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 13%; cure magical, physical) wild infusion of the wizard (resist 13%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 13% 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 ability. |
Sealed Scroll of Last Hope 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! Most of them function better with a high Magic score. |
Alaruifast the stralite amulet (Shrouds) Alaruifast the stralite amulet (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 arcane / 8 acid Changes stats: +5 Wil Changes resistances: +6% acid Changes resistances penetration: +10% arcane Mental save: +13 (+3 eff.) Confusion immunity: +22% Mindpower: +13 (+3 eff.) Amulets can have magical properties. |
Ivywe the Glowparry (Corpses) Ivywe the Glowparry (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +11 (+3 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances cap: +4% all Reduces incoming crit damage: 10.00% Physical save: +15 (+4 eff.) Poison immunity: +10% Teleport immunity: +30% Light radius: +2 Amulets can have magical properties. |
Silawe the voratun amulet (Madness) Silawe the voratun amulet (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +12 (+3 eff.) Changes stats: +8 Lck / +3 Wil Changes resistances: +22% fire / +20% cold Changes damage: +6% arcane / +9% blight Critical mult.: +10.00% Mental save: +13 (+3 eff.) Confusion immunity: +19% Maximum mana: +60.00 Spell crit. chance: +2% Mindpower: +15 (+3 eff.) Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
cleansing gold amulet of dexterity (+2) (Madness) cleansing gold amulet of dexterity (+2) (Madness)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +19% nature / +14% blight Poison immunity: +26% Disease immunity: +20% Amulets can have magical properties. |
cleansing stralite amulet of strength (+8) (Misfortune) cleansing stralite amulet of strength (+8) (Misfortune)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str Changes resistances: +14% nature / +23% blight Poison immunity: +30% Disease immunity: +33% Amulets can have magical properties. |
gold amulet 'Mirosus' (Madness) gold amulet 'Mirosus' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% lightning / +6% temporal Changes resistances penetration: +5% blight Changes damage: +6% temporal Stun/Freeze immunity: +20% Amulets can have magical properties. |
insulating steel amulet of strength (+4) (Shrouds) insulating steel amulet of strength (+4) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% fire / +12% cold Amulets can have magical properties. |
protective gold amulet of cunning (+4) (Nightmares) protective gold amulet of cunning (+4) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Changes stats: +4 Cun Changes resistances cap: +4% all Physical save: +7 (+2 eff.) Amulets can have magical properties. |
protective voratun amulet of perfection (0.37 Cursed / Cursed aura,0.37 Cursed / Cursed form) (Shrouds) protective voratun amulet of perfection (0.37 Cursed / Cursed aura,0.37 Cursed / Cursed form) (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes resistances cap: +4% all Talent masteries: +0.37 Cursed / Cursed aura +0.37 Cursed / Cursed form Physical save: +22 (+6 eff.) Amulets can have magical properties. |
protective voratun amulet of strength (+6) (Shrouds) protective voratun amulet of strength (+6) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes stats: +6 Str Changes resistances cap: +3% all Physical save: +20 (+5 eff.) Amulets can have magical properties. |
restful stralite amulet of constitution (+6) (Shrouds) restful stralite amulet of constitution (+6) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +6 Con Life regen: +1.70 Amulets can have magical properties. |
restful stralite amulet of murder (Madness) restful stralite amulet of murder (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: -8% Critical mult.: +14.00% Life regen: +2.20 Amulets can have magical properties. |
savior's stralite amulet of strength (+5) (Madness) savior's stralite amulet of strength (+5) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str Physical save: +17 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +13 (+3 eff.) Amulets can have magical properties. |
stabilizing stralite amulet of mastery (0.29 Cursed / Gloom) (Corpses) stabilizing stralite amulet of mastery (0.29 Cursed / Gloom) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +14% temporal Talent mastery: +0.29 Cursed / Gloom Pinning immunity: +31% Knockback immunity: +35% Amulets can have magical properties. |
stabilizing stralite amulet of willpower (+5) (Madness) stabilizing stralite amulet of willpower (+5) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +14% temporal Pinning immunity: +40% Knockback immunity: +31% Amulets can have magical properties. |
starlit steel amulet of healing (Madness) starlit steel amulet of healing (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +12% darkness Blindness immunity: +22% Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 434 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
starlit voratun amulet of vision (Corpses) starlit voratun amulet of vision (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +16% light / +11% darkness Blindness immunity: +62% Infravision radius: +4 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
steel amulet 'Firenigh' (Shrouds) steel amulet 'Firenigh' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% fire / +15% mind / +5% arcane Changes resistances penetration: +10% fire Confusion immunity: +28% Amulets can have magical properties. |
vitalizing stralite amulet of murder (Misfortune) vitalizing stralite amulet of murder (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Changes stats: +6 Con Critical mult.: +14.00% Physical save: +9 (+3 eff.) Life regen: +2.20 Maximum life: +58.00 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet (Madness) voratun amulet (Madness)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's stralite amulet (Corpses) wanderer's stralite amulet (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +6 Cun / +7 Con Life regen: +1.00 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
warmaker's voratun amulet (Shrouds) warmaker's voratun amulet (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Dex / +6 Wil Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Koregen (Misfortune) Koregen (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 10 bleed Damage when hit (Melee): 8 blight Changes stats: +3 Cun / +5 Con Changes resistances: +6% mind / +22% cold Changes resistances penetration: +15% mind Changes damage: +6% blight / +11% cold Spell save: +15 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +29.00 Maximum hate: +8.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
Mnemonic (Misfortune) Mnemonic (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Misfortune It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Offalreign the gold ring (Misfortune) Offalreign the gold ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +22% fire Changes resistances penetration: +20% nature Changes damage: +6% nature / +11% fire Curse of Misfortune Rings can have magical properties. |
Sparkswift (Shrouds) Sparkswift (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +6% lightning Stun/Freeze immunity: +20% Life regen: +1.00 Curse of Shrouds Rings can have magical properties. |
copper ring of fire (+22%) (Misfortune) copper ring of fire (+22%) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Curse of Misfortune Rings can have magical properties. |
marksman's steel ring of frost (+22%) (Madness) marksman's steel ring of frost (+22%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +22% cold Changes damage: +11% cold Curse of Madness Rings can have magical properties. |
marksman's stralite ring of lightning (+24%) (Shrouds) marksman's stralite ring of lightning (+24%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +24% lightning Changes damage: +12% lightning Curse of Shrouds Rings can have magical properties. |
rogue's steel ring of corrosion (+22%) (Nightmares) rogue's steel ring of corrosion (+22%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% acid Changes damage: +11% acid Curse of Nightmares Rings can have magical properties. |
savage's voratun ring of pilfering (Corpses) savage's voratun ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +13 Defense: +11 (+3 eff.) Changes stats: +2 Con Spell save: +15 (+4 eff.) Maximum stamina: +26.00 Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
savior's gold ring of pilfering (Shrouds) savior's gold ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
savior's steel ring of fire (+24%) (Corpses) savior's steel ring of fire (+24%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Physical save: +9 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Curse of Corpses Rings can have magical properties. |
savior's stralite ring of misery (Corpses) savior's stralite ring of misery (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +3 Cun Physical save: +12 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
sneakthief's gold ring of misery (Shrouds) sneakthief's gold ring of misery (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +7 Cun / +6 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
sneakthief's steel ring of nature (+20%) (Corpses) sneakthief's steel ring of nature (+20%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +5 Cun / +4 Dex Changes resistances: +20% nature Changes damage: +10% nature Curse of Corpses Rings can have magical properties. |
sneakthief's stralite ring of fire (+24%) (Madness) sneakthief's stralite ring of fire (+24%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +24% fire Changes damage: +12% fire Curse of Madness Rings can have magical properties. |
steel ring 'Charweeper' (Nightmares) steel ring 'Charweeper' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% temporal / +3% fire Disease immunity: +20% Silence immunity: +5% Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +30% Only die when reaching: -40.00 life Maximum life: +26.00 Curse of Nightmares Rings can have magical properties. |
stralite ring 'Lightninghunter' (Madness) stralite ring 'Lightninghunter' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 blight Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +6% blight / +3% lightning Movement speed: +21% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 30% for 5 turns. Rings can have magical properties. |
titan's copper ring of nature (+20%) (Misfortune) titan's copper ring of nature (+20%) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% nature Changes damage: +10% nature Physical save: +4 (+1 eff.) Curse of Misfortune Rings can have magical properties. |
titan's stralite ring of lightning (+22%) (Nightmares) titan's stralite ring of lightning (+22%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +10 (+3 eff.) Curse of Nightmares Rings can have magical properties. |
treant's stralite ring of life (Shrouds) treant's stralite ring of life (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +11% nature / +9% blight Poison immunity: +13% Disease immunity: +14% Life regen: +1.00 Maximum life: +51.00 Healing mod.: +18% Curse of Shrouds Rings can have magical properties. |
voratun ring 'Emelywe' (Corpses) voratun ring 'Emelywe' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +2.0% Damage when hit (Melee): 8 physical Changes stats: +10 Dex Changes resistances: +2% physical Grants telepathy: Dragon Physical save: +3 (+1 eff.) Mental save: +20 (+5 eff.) Curse of Corpses Rings can have magical properties. |
warrior's voratun ring of lightning (+30%) (Madness) warrior's voratun ring of lightning (+30%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +30% lightning Changes damage: +15% lightning Curse of Madness Rings can have magical properties. |
Ureslak's Femur (Nightmares) (52-72.8 power, 5 apr) Ureslak's Femur (Nightmares) (52-72.8 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers Curse of Nightmares A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. |
Dazzlegore the living mindstar (Shrouds) (17-18.7 power, 40 apr, mind damage) Dazzlegore the living mindstar (Shrouds) (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 light When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +1 Dex / +1 Mag / +8 Cun Changes damage: +24% lightning / +13% fire / +10% cold Talent masteries: +0.10 Psionic / Focus +0.10 Cursed / Dark sustenance +0.20 Psionic / Voracity +0.20 Psionic / Projection Critical mult.: +24.00% Spellpower on spell critical (stacks up to 3 times): +6 Hate per kill: +5.00 Psi per kill: +5.00 Spell crit. chance: +3% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See invisible: +6 Curse of Shrouds It can be used to inflict 206.51 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Haniziladar (Misfortune) (16.5-18.15 power, 40 apr, mind damage) Haniziladar (Misfortune) (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This natural lightning should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 20 lightning / 20 fire Changes stats: +4 Str / +3 Dex / +4 Mag / +3 Wil / +10 Cun / +3 Con Changes resistances: +15% lightning / +1% physical / +6% blight / +9% fire / +9% nature Changes resistances penetration: +14% lightning / +20% fire Changes damage: +18% lightning / +18% fire Critical mult.: +22.00% Spell save: +10 (+2 eff.) Poison immunity: +5% Confusion immunity: +5% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nexus of the Way (Nightmares) (22-24.2 power, 40 apr, mind damage) Nexus of the Way (Nightmares) (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 89% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Nightmares It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Phoenixborn the living mindstar (Shrouds) (18-19.8 power, 40 apr, mind damage) Phoenixborn the living mindstar (Shrouds) (18-19.8 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This natural lightning should be returned to the wyrm. Base power: 18.0 - 19.8 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 1) on hit: +4 blight When wielded/worn: Damage when hit (Melee): 20 lightning / 15 fire Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +24% blight / +18% fire / +10% lightning Changes resistances penetration: +15% lightning / +30% fire Changes damage: +18% lightning / +17% fire / +9% nature / +6% blight Disease immunity: +22% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nithan's Force (Nightmares) Nithan's Force (Nightmares)Requires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% Curse of Nightmares It can be used to activate talent Pulverizing Auger (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 101.13 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+5 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
grounding drakeskin leather belt of the giants (Madness) grounding drakeskin leather belt of the giants (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +11% lightning / +10% temporal Spell save: +13 (+3 eff.) Size category: +1 Curse of Madness A belt that goes around your waist. |
insulating drakeskin leather belt of recklessness (Corpses) insulating drakeskin leather belt of recklessness (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Changes resistances: +14% fire / +14% cold Critical mult.: +8.00% Curse of Corpses A belt that goes around your waist. |
Ureslak's Molted Scales (Corpses) (0 def, 0 armour) Ureslak's Molted Scales (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +5% lightning / +5% darkness / +5% fire / +5% cold / +5% nature / -30% arcane Curse of Corpses This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
restorative elven-silk cloak of implacability (Misfortune) (3 def, 0 armour) restorative elven-silk cloak of implacability (Misfortune) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% nature / +14% blight Physical save: +9 (+3 eff.) Mental save: +7 (+2 eff.) Life regen: +1.10 Only die when reaching: -50.00 life Healing mod.: +18% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven elven-silk robe of lightning (+36%) (Nightmares) (5 def, 0 armour) stormwoven elven-silk robe of lightning (+36%) (Nightmares) (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Str / +6 Mag / +7 Wil Changes resistances: +36% lightning / +13% cold Changes damage: +30% lightning / +7% physical / +17% cold Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cindermaim (Madness) (0 def, 5 armour) Cindermaim (Madness) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 fire Changes stats: +4 Str / +8 Dex / +8 Cun / +2 Con Changes resistances: +3% blight / +6% fire / +6% darkness Changes resistances penetration: +5% light / +15% fire Changes damage: +9% fire Light radius: +1 Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
Aircrack (Nightmares) (0 def, 3 armour) Aircrack (Nightmares) (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +27 (+9 eff.) Armour penetration: +20 Armour: +3 Changes stats: +13 Cun / +14 Dex Changes resistances: +6% lightning Changes resistances penetration: +15% temporal Physical save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +45% Curse of Nightmares It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of sorrow (Misfortune) (0 def, 3 armour) drakeskin leather gloves of sorrow (Misfortune) (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 24% chance to cause random gloom Damage (Melee): 29 mind / 28 darkness Mental save: -6 (-1 eff.) Mindpower: +8 (+2 eff.) Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of the verdant (Shrouds) (0 def, 7 armour) heroic drakeskin leather gloves of the verdant (Shrouds) (0 def, 7 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Changes resistances: +19% blight / +11% darkness / +18% arcane Damage affinity(heal): +12% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +16 (+4 eff.) Mental save: +10 (+3 eff.) Maximum life: +40.00 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady voratun gauntlets of sorrow (Nightmares) (0 def, 3 armour) steady voratun gauntlets of sorrow (Nightmares) (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Effects on melee hit: * 23% chance to cause random gloom Damage (Melee): 40 mind / 31 darkness Physical save: +8 (+2 eff.) Mental save: -2 (+0 eff.) Disarm immunity: +46% Mindpower: +7 (+2 eff.) Curse of Nightmares It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Metal gloves protecting the hands up to the middle of the lower arm. |
Omniscience (Shrouds) (7 def, 0 armour) Omniscience (Shrouds) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Shrouds It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
drakeskin leather cap 'Emelikira' (Nightmares) (8 def, 5 armour) drakeskin leather cap 'Emelikira' (Nightmares) (8 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn Damage when hit (Melee): 12 acid Changes stats: +7 Str / +13 Dex / +5 Cun Changes resistances: +15% lightning / +9% temporal Spell save: +9 (+2 eff.) Curse of Nightmares A cap made of leather. |
insulating hardened leather cap of the depths (Nightmares) (0 def, 3 armour) =no breath= insulating hardened leather cap of the depths (Nightmares) (0 def, 3 armour) =no breath=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% fire / +8% cold Allows you to breathe in: water Curse of Nightmares A cap made of leather. |
prismatic voratun helm of fortune (Nightmares) (0 def, 5 armour) prismatic voratun helm of fortune (Nightmares) (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Changes stats: +9 Lck Changes resistances: +16% light / +15% darkness Spell crit. chance: +7% Mental crit. chance: +6% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant stralite mail armour of delving (Madness) (4 def, 8 armour) radiant stralite mail armour of delving (Madness) (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 9 light Changes stats: +8 Str / +4 Wil Changes resistances: +22% blight / +10% physical / +36% darkness Light radius: +3 Curse of Madness It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Plate of the Blackened Mind (Shrouds) (15 def, 40 armour) Plate of the Blackened Mind (Shrouds) (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Shrouds It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 21 Armour, 30 Defense and your attacks will gain 52% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Blightstopper (Nightmares) (18 def, 12 armour, 240 block) Blightstopper (Nightmares) (18 def, 12 armour, 240 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature / +0% arcane Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+6 eff.) Poison immunity: +0% Disease immunity: +60% Curse of Nightmares It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
The Titan's Quiver (15/18, 62-86.8 power, 20 apr) The Titan's Quiver (15/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 30% Wil, 50% Dex, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
177 alchemist agate 177 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. |
12 onyx 12 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. |
15 sapphire 15 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 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. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
10 jade 10 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. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
nightwalker's dwarven lantern of the zealot nightwalker's dwarven lantern of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +12.00% Spell save: +11 (+3 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
43 alchemist bloodstone 43 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. |
8 bloodstone 8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 ruby 20 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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, costing 202 power out of 277/400. 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), costing 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. |
Hariduregozor the pouch of stralite shots (16/16, 41.5-49.8 power, 5 apr) Hariduregozor the pouch of stralite shots (16/16, 41.5-49.8 power, 5 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 16 On weapon hit: * 20% chance to corrode armour * 10% chance to knock the target back Damage (Ranged): +27 lightning / +27 physical / +16 cold / +32 acid Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +10 lightning / +12 cold Shots are used with slings to pummel your foes to death. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 136 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
voratun torque of psychoportation 'Eilinumira' [power 60] (30 cooldown) voratun torque of psychoportation 'Eilinumira' [power 60] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +6 (+1 eff.) Changes stats: +1 Dex Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast Maximum stamina: +5.00 Healing mod.: +20% It can be used to teleport randomly (rad 60), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
supercharged dragonbone totem of healing [power 297] (27 cooldown) supercharged dragonbone totem of healing [power 297] (27 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 10 (based on Willpower) for 297, putting all charms on cooldown for 27 turns. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 amber 13 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Enyomnd the Thalore Cursed level 25
41st Regrowth 123rd year of Ascendancy at 02:16 see stats
By Enyomnd the Thalore Cursed level 20
8th Decay 122nd year of Ascendancy at 13:13 see stats
By Enyomnd the Thalore Cursed level 25
37th Regrowth 123rd year of Ascendancy at 02:40 see stats
By Enyomnd the Thalore Cursed level 14
29th Haze 122nd year of Ascendancy at 17:00 see stats
By Enyomnd the Thalore Cursed level 33
7th Flare 123rd year of Ascendancy at 00:16 see stats
By Enyomnd the Thalore Cursed level 34
1st Dusk 123rd year of Ascendancy at 06:50 see stats
By Enyomnd the Thalore Cursed level 42
15th Pyre 124th year of Ascendancy at 17:52 see stats
By Enyomnd the Thalore Cursed level 32
4th Flare 123rd year of Ascendancy at 23:45 see stats
By Enyomnd the Thalore Cursed level 30
53rd Pyre 123rd year of Ascendancy at 04:27 see stats
By Enyomnd the Thalore Cursed level 20
10th Allure 123rd year of Ascendancy at 01:07 see stats
By Enyomnd the Thalore Cursed level 31
4th Mirth 123rd year of Ascendancy at 11:59 see stats
By Enyomnd the Thalore Cursed level 40
63rd Regrowth 124th year of Ascendancy at 03:06 see stats
By Enyomnd the Thalore Cursed level 50
37th Pyre 124th year of Ascendancy at 23:17 see stats
By Enyomnd the Thalore Cursed level 15
47th Haze 122nd year of Ascendancy at 22:34 see stats
By Enyomnd the Thalore Cursed level 26
53rd Regrowth 123rd year of Ascendancy at 06:28 see stats
By Enyomnd the Thalore Cursed level 16
65th Haze 122nd year of Ascendancy at 02:08 see stats
By Enyomnd the Thalore Cursed level 43
29th Pyre 124th year of Ascendancy at 07:32 see stats
By Enyomnd the Thalore Cursed level 38
54th Haze 123rd year of Ascendancy at 15:56 see stats
By Enyomnd the Thalore Cursed level 20
8th Decay 122nd year of Ascendancy at 12:47 see stats
By Enyomnd the Thalore Cursed level 39
57th Haze 123rd year of Ascendancy at 02:47 see stats
By Enyomnd the Thalore Cursed level 10
33rd Dusk 122nd year of Ascendancy at 00:14 see stats
By Enyomnd the Thalore Cursed level 20
4th Decay 122nd year of Ascendancy at 10:39 see stats
By Enyomnd the Thalore Cursed level 30
49th Pyre 123rd year of Ascendancy at 09:05 see stats
By Enyomnd the Thalore Cursed level 40
59th Regrowth 124th year of Ascendancy at 05:15 see stats
By Enyomnd the Thalore Cursed level 50
37th Pyre 124th year of Ascendancy at 18:32 see stats
By Enyomnd the Thalore Cursed level 30
73rd Pyre 123rd year of Ascendancy at 07:58 see stats
By Enyomnd the Thalore Cursed level 39
38th Regrowth 124th year of Ascendancy at 19:22 see stats
By Enyomnd the Thalore Cursed level 41
7th Pyre 124th year of Ascendancy at 19:33 see stats
By Enyomnd the Thalore Cursed level 39
39th Regrowth 124th year of Ascendancy at 06:14 see stats
By Enyomnd the Thalore Cursed level 42
20th Pyre 124th year of Ascendancy at 12:55 see stats
By Enyomnd the Thalore Cursed level 13
72nd Dusk 122nd year of Ascendancy at 21:21 see stats
By Enyomnd the Thalore Cursed level 26
43rd Regrowth 123rd year of Ascendancy at 16:31 see stats
By Enyomnd the Thalore Cursed level 35
79th Dusk 123rd year of Ascendancy at 09:51 see stats
By Enyomnd the Thalore Cursed level 32
9th Mirth 123rd year of Ascendancy at 14:57 see stats
By Enyomnd the Thalore Cursed level 39
39th Regrowth 124th year of Ascendancy at 11:40 see stats
By Enyomnd the Thalore Cursed level 50
37th Pyre 124th year of Ascendancy at 23:15 see stats
By Enyomnd the Thalore Cursed level 20
8th Decay 122nd year of Ascendancy at 13:13 see stats
By Enyomnd the Thalore Cursed level 11
47th Dusk 122nd year of Ascendancy at 04:30 see stats
By Enyomnd the Thalore Cursed level 20
8th Decay 122nd year of Ascendancy at 13:13 see stats
By Enyomnd the Thalore Cursed level 12
64th Dusk 122nd year of Ascendancy at 19:44 see stats
By Enyomnd the Thalore Cursed level 12
49th Dusk 122nd year of Ascendancy at 19:05 see stats
By Enyomnd the Thalore Cursed level 16
64th Haze 122nd year of Ascendancy at 10:58 see stats
By Enyomnd the Thalore Cursed level 39
63rd Haze 123rd year of Ascendancy at 13:54 see stats
By Enyomnd the Thalore Cursed level 12
63rd Dusk 122nd year of Ascendancy at 20:41 see stats
By Enyomnd the Thalore Cursed level 31
4th Mirth 123rd year of Ascendancy at 09:02 see stats
By Enyomnd the Thalore Cursed level 18
68th Haze 122nd year of Ascendancy at 23:38 see stats
By Enyomnd the Thalore Cursed level 46
37th Pyre 124th year of Ascendancy at 14:30 see stats
By Enyomnd the Thalore Cursed level 23
35th Regrowth 123rd year of Ascendancy at 15:32 see stats
Log
Today is the 71st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 16:05.
Enyomnd deactivates Gloom.
Enyomnd deactivates Antimagic Shield.
Enyomnd deactivates Surge.
Enyomnd deactivates Psiblades.
Enyomnd deactivates Stalk.