










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 50 / 2436% |
| Size | medium |
| Lifes / Deaths | Killed by Betissra the ravenous horror at level 24 on the 36th Profit 122nd year of Ascendancy at 11:41 1 / 6Killed by Xerylle the corrupted protoplasmic controller at level 30 on the 32nd Dearth 122nd year of Ascendancy at 03:43 Killed by Gebeth the orc summoner at level 50 on the 39th Profit 123rd year of Ascendancy at 19:07 Killed by fire wyrm at level 50 on the 41st Dearth 123rd year of Ascendancy at 17:51 Killed by Argoniel at level 50 on the 41st Dearth 123rd year of Ascendancy at 21:21 Killed by dread at level 50 on the 41st Dearth 123rd year of Ascendancy at 23:28 |
Primary Stats
| Strength | 119 (base 60) |
| Dexterity | 37 (base 14) |
| Constitution | 91 (base 65) |
| Magic | 144 (base 66) |
| Willpower | 36 (base 8) |
| Cunning | 83 (base 38) |
Resources
| Life | 1841/1841 |
| Insanity | 0/100 |
| Healing Factor | 2.3257453763916 |
| Regeneration | 49.189514710682 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +43.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 14 |
| See Stealth | 46.23729810914 |
| See Invisible | 46.23729810914 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 264 |
| Accuracy | 64 |
| Crit Chance | 60% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +54% |
| Arcane | +44% |
| Cold | +30% |
| All | +14% |
| Physical | +28% |
| Darkness | +84% |
| Light | +47% |
| Temporal | +21% |
| Lightning | +18% |
| Mind | +29% |
| Fire | +18% |
| Nature | +29% |
Offense: Damage Penetration
| Darkness | +50% |
| Nature | +50% |
| Temporal | +50% |
| Mind | +30% |
| Arcane | +35% |
| Cold | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 35 (30%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 9 |
| Physical Save | 57 |
| Spell Save | 48 |
| Mental Save | 46 |
Defense: Resistances
| Arcane | + 69%( 76%) |
| Cold | + 62%( 76%) |
| All | + 57%( 76%) |
| Darkness | + 76%( 76%) |
| Light | + 58%( 76%) |
| Temporal | + 61%( 76%) |
| Physical | + 61%( 76%) |
| Mind | + 60%( 76%) |
| Fire | + 65%( 76%) |
| Nature | + 76%( 76%) |
Defense: Immunities
| Stun Resistance | 100% |
| Silence Resistance | 80% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 943 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 328 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 248 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Demented / Friend of the worm | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Demented / Controlled horrors | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chaos Orbs |
| beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You failed to protect the injured seer from death by Eloldata the snow giant. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Yvuna the giant carpenter ant. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 3405. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed electric eel tail. * You've found the needed ice wyrm tooth. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed hummerhorn wing. * You've found the needed vial of squid ink. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | Adisevea (15 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Armour: +14 Defense: +15 (+3 eff.) Fatigue: +4% Changes damage: +3% physical Silence immunity: +50% Confusion immunity: +41% Stun/Freeze immunity: +46% Stamina each turn: +2.00 Maximum stamina: +20.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Tempestreek the dwarven lanternPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +6 Wil Changes resistances: +6% temporal / +14% darkness / +6% mind Changes resistances penetration: +5% mind / +25% temporal Changes damage: +10% light Damage affinity(heal): +5% light Critical mult.: +15.00% Physical save: +11 (+4 eff.) Light radius: +6 Healing mod.: +27% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 317.71 light damage. At talent level 3 you gain 41% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Windspar (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Changes stats: +10 Str / +2 Cun / +17 Lck Changes resistances: +13% nature Changes resistances penetration: +25% nature Reduces incoming crit damage: 15.00% Spell save: +7 (+2 eff.) Maximum life: +89.00 Spell crit. chance: +6% Mental crit. chance: +7% Infravision radius: +3 Healing mod.: +18% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Fulotokor the voratun pickaxe (dig speed 24 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +8 (+1 eff.) Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +2 Wil Changes resistances: +10% darkness / +8% physical Damage affinity(heal): +15% darkness Critical mult.: +22.00% Maximum mana: +40.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +3% Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +10 Cun / +5 Wil Changes resistances: +30% nature Changes damage: +15% nature / +15% mind Mental save: +3 (+1 eff.) Life regen: +18.00 Hate when firing a critical mind attack: +2.00 Maximum life: +82.00 Maximum psi: +10.00 Mindpower: +13 (+5 eff.) Healing mod.: +15% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 5.2 Power cost: 4 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 372.17 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | Unlightmortal the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 22% Changes resistances: +15% darkness / +18% fire Changes resistances penetration: +25% darkness Changes damage: +30% darkness Life regen: +2.90 Healing mod.: +26% A belt that goes around your waist. |
| In main hand | voratun longsword 'Armerin' (165% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 10% chance to slow global speed by 54% On weapon crit: * Splash the target with acid dealing 225 damage over 5 turns and reducing armor and accuracy by 29 When wielded/worn: Changes stats: +11 Str / +11 Dex / +11 Mag / +11 Wil / +12 Cun / +12 Con Changes resistances: +9% nature / +3% temporal Reduces incoming crit damage: 5.00% Sharp, long, and deadly. |
| Main armor | Worm Nest (0 def, 0 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag / +5 Cun / +5 Con Changes resistances: +13% all Reduce damage by fixed amount: +30 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 9 power out of 20/20) : Effective talent level: 3.9 Power cost: 9 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. This item has been sent to the Item's Vault. |
| Cloak | Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 16 power out of 28/28) : Effective talent level: 2.4 Power cost: 16 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 202.30 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | voratun amulet 'Iceblow'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Changes stats: +8 Str / +6 Mag Changes resistances: +3% light / +12% cold Changes resistances cap: +6% all Changes resistances penetration: +15% cold Changes damage: +7% physical / +7% darkness / +12% cold / +7% temporal / +23% light Physical save: +24 (+7 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the titan (heal 260; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 260 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 362; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 362 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 359; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 359 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -813; dur 9; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -813 life. The duration and life will increase by 1% for every 1% life you have lost (currently 813 life, 9 duration) 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 nature talent. |
heroism infusion of the wizard (die at -947; dur 5; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -947 life. The duration and life will increase by 1% for every 1% life you have lost (currently 947 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -984; dur 6; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -984 life. The duration and life will increase by 1% for every 1% life you have lost (currently 984 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 762%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 762% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 677%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 677% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 919%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 919% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 707%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 707% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 849%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 849% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 850%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 850% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 1244%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1244% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 940%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 940% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 832%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 832% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 407; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 407 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 615; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 615 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 nature talent. |
regeneration infusion of the wizard (heal 700; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 700 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical, physical; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 31%; magical, physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 39%; mental; dur 2; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 40%; mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, light, darkness, arcane, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 4 light, 4 darkness, 5 arcane, 3 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 68; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 198; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 198 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Adithra the FogpallInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil Changes damage: +12% darkness / +15% temporal Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Emelerin the PitchsquallCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% * 20% chance to reduce armor by 47% Damage when hit (Melee): 8 acid Changes resistances: +12% acid / +6% darkness Changes resistances penetration: +20% acid Changes damage: +12% darkness / +7% physical Combat speed: +10% Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
FogrendPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +3 Dex / +2 Mag Changes resistances: +12% light / +13% darkness Changes resistances penetration: +5% darkness / +15% blight Blindness immunity: +23% Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Amulets make your neck look great! |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 532.20 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
IsluweCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +30 (+4 eff.) Armour: +14 Changes stats: +5 Str / +5 Dex / +6 Wil Maximum stamina: +30.00 Maximum hate: +6.00 Amulets make your neck look great! |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 504 strength, based on Magic) for 6 turns Activation costs 14 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
MurkbornCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +20 (+3 eff.) Defense: +25 (+6 eff.) Fatigue: -8% Changes stats: +3 Str Changes resistances penetration: +25% arcane Changes damage: +30% darkness Life regen: +4.00 Amulets make your neck look great! |
Ragorath the LightmightPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 13 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 22% * 13% chance to blind Changes resistances: +20% light / +5% physical / +6% mind / +9% darkness Changes damage: +6% mind / +12% light / +13% darkness Only die when reaching: -80.00 life Healing mod.: +20% Amulets make your neck look great! |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 872.96 physical damage (based on Magic) in a radius of 3 Activation costs 33 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 20 power out of 36/36) : Effective talent level: 4.0 Power cost: 20 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (187). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
protective gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes resistances cap: +5% all Physical save: +10 (+3 eff.) Blindness immunity: +14% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
protective voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Changes resistances cap: +5% all Physical save: +12 (+4 eff.) Amulets make your neck look great! |
restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +2.00 Amulets make your neck look great! |
savior's voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +9% blight / +12% fire Critical mult.: +20.00% Physical save: +23 (+7 eff.) Spell save: +21 (+7 eff.) Mental save: +21 (+7 eff.) Spellpower: +12 (+3 eff.) Amulets make your neck look great! |
steel amulet 'Floevault'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +5 Lck / +2 Wil Changes resistances: +12% lightning / +6% blight Changes resistances penetration: +5% blight / +10% cold Mental save: +5 (+2 eff.) Confusion immunity: +14% Stun/Freeze immunity: +20% Mindpower: +5 (+2 eff.) Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
steel amulet 'Glaretitan'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +6 Str / +5 Dex / +4 Mag / +4 Wil Changes damage: +24% light Life regen: +2.00 Amulets make your neck look great! |
stralite amulet 'Polevena'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 36 Damage when hit (Melee): 10 blight Changes stats: +5 Mag Changes resistances: +15% mind / +23% blight Changes damage: +8% acid / +35% blight / +8% fire / +8% lightning / +6% cold Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
vitalizing gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Wil / +4 Con Physical save: +7 (+3 eff.) Life regen: +3.00 Maximum life: +42.00 Amulets make your neck look great! |
wanderer's voratun amulet of cunning (+7)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +7 Dex / +16 Cun / +3 Con Life regen: +4.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
wanderer's voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +10 Dex / +5 Mag / +9 Cun / +9 Con Life regen: +5.00 Stamina each turn: +1.50 Mana each turn: +0.58 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Movement speed: +10% Amulets make your neck look great! |
warmaker's voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Str / +7 Dex / +8 Wil Changes damage: +12% blight / +9% fire Critical mult.: +15.00% Spellpower: +10 (+2 eff.) Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
Arira the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Defense: +16 (+4 eff.) Changes stats: +8 Str / +8 Cun / +9 Con Changes resistances: +41% light / +1% physical Changes damage: +19% light Reduces incoming crit damage: 5.00% Cut immunity: +20% Teleport immunity: +20% Healing mod.: +10% Rings make your fingers look great! |
BlindfoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +18 (+6 eff.) Disarm immunity: +34% Pinning immunity: +33% Knockback immunity: +33% Mana each turn: +0.08 Maximum life: +35.00 Spell crit. chance: +5% Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
BogtrailPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Physical power: +13 (+2 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +8 Con Changes resistances: +9% nature / +3% temporal Changes resistances penetration: +5% nature / +20% temporal Changes damage: +3% nature Silence immunity: +45% Mana each turn: +0.28 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emessra the GoreveinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 54% * 20% chance to reduce all saves and defense by 27 Changes stats: +5 Cun / +6 Dex Changes resistances: +26% acid / +9% nature Changes damage: +13% acid Maximum encumbrance: +25 Rings make your fingers look great! |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 132.95 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 18 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Firekiss the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +20 Damage when hit (Melee): 4 mind / 2 fire Changes stats: +10 Str / +10 Dex / +10 Cun Changes resistances: +12% temporal / +6% fire Changes damage: +18% temporal Life regen: +9.00 Maximum life: +98.00 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Milegund the StormgrinderInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +8 Cun / +8 Wil Changes resistances: +30% lightning Changes resistances penetration: +15% lightning Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+3 eff.) Mindpower: +13 (+5 eff.) Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 17 power out of 30/30) : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 28 power out of 50/50) : Effective talent level: 2.0 Power cost: 28 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
SaledaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +3% mind / +11% physical Reduces incoming crit damage: 5.00% Light radius: +2 Infravision radius: +3 Rings make your fingers look great! |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Tundraspar the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 mind / 8 cold Changes stats: +6 Str / +6 Con Changes resistances penetration: +10% mind Mindpower: +30 (+10 eff.) Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.49 cold and 16.24 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 33 power out of 60/60. This azure ring seems to be always moist to the touch. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zanyziladunarin the FrostsmasherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +10 Con Changes resistances: +12% acid / +4% physical / +27% light / +27% lightning Changes resistances penetration: +30% cold Physical save: +20 (+6 eff.) Spell save: +18 (+6 eff.) Disarm immunity: +27% Only die when reaching: -60.00 life Maximum life: +135.28 Rings make your fingers look great! |
conjurer's voratun ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag / +4 Wil Life regen: +13.00 Maximum life: +76.00 Spellpower: +13 (+3 eff.) Healing mod.: +15% Rings make your fingers look great! |
gold ring 'Bleakdash'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +25% darkness / +10% light Changes damage: +9% acid / +18% light / +6% darkness Disarm immunity: +35% Pinning immunity: +34% Knockback immunity: +30% Maximum life: +37.00 Light radius: +3 Rings make your fingers look great! |
mule's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Maximum encumbrance: +38 Life regen: +19.00 Maximum life: +93.00 Healing mod.: +18% Rings make your fingers look great! |
sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +8 Dex Life regen: +12.00 Maximum life: +77.00 Healing mod.: +15% Rings make your fingers look great! |
solipsist's steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 27 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 27 Damage (Ranged): 9 physical Changes stats: +9 Cun / +4 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Mindpower: +8 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
steel ring 'Betylaith'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +14 Damage when hit (Melee): 8 temporal Changes resistances: +15% light Reduces incoming crit damage: 15.00% Blindness immunity: +30% Disarm immunity: +20% Life regen: +4.00 Infravision radius: +5 See stealth: +13 See invisible: +13 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
steel ring 'Xanonn'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +9% blight Changes damage: +15% mind Critical mult.: +20.00% Spell save: +8 (+2 eff.) Psi when hit: +0.08 Maximum psi: +50.00 Rings make your fingers look great! |
voratun ring 'Dimwrack'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 21% chance to reduce armor by 47% * 18% chance to reduce all saves and defense by 27 Damage (Melee): 35 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 27 Damage (Ranged): 31 physical Damage when hit (Melee): 2 acid Changes stats: +9 Str / +7 Cun / +9 Con Changes resistances penetration: +25% darkness Changes damage: +9% acid / +6% darkness Silence immunity: +46% Mana each turn: +0.39 Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +14.00 Maximum life: +62.00 Healing mod.: +16% Rings make your fingers look great! |
Demondeath the voratun longsword (154% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 22% On weapon crit: * Wound the target dealing 394 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +11 Physical crit. chance: +13.0% Physical power: +12 (+2 eff.) Defense: +13 (+3 eff.) Changes resistances: +9% fire / +3% nature / +9% light Changes resistances penetration: +14% all Physical save: +9 (+3 eff.) Mental save: +3 (+1 eff.) Poison immunity: +10% Disarm immunity: +39% Sharp, long, and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+10 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 Activation costs 110 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." |
dragonbone magestaff 'Hanekhad' (136% power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +2 Physical crit. chance: +10.0% Physical power: +14 (+2 eff.) Changes stats: +1 Str / +1 Dex / +7 Con Changes resistances: +6% darkness Changes resistances penetration: +15% physical Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +18.00% Life regen: +2.00 Equilibrium when hit: +0.12 Spellpower: +29 (+6 eff.) Spell crit. chance: +17% Healing mod.: +29% Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff 'Duathelslicer' (129% power, 5 apr, blight element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +9.0% Physical power: +13 (+2 eff.) Effects on melee hit: * 28% chance to reduce armor by 47% Damage when hit (Melee): 6 darkness Changes stats: +7 Con Changes resistances: +15% lightning / +6% fire / +9% darkness / +6% temporal Changes damage: +25% blight / +12% acid Talent granted: +1 Command Staff Critical mult.: +17.00% Life regen: +1.40 Spellpower: +30 (+6 eff.) Spell crit. chance: +21% Healing mod.: +26% Staves designed for wielders of magic, by the greats of the art. |
Icemire (150% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Damage (Melee): +12 blight / +8 light Damage (radius 1) on hit: +20 blight Damage (radius 2) on crit: +12 blight / +20 cold When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Damage when hit (Melee): 4 cold Changes damage: +15% cold Critical mult.: +35.00% Light radius: +2 One-handed war axes. |
Jetkin the voratun waraxe (150% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 darkness Damage (radius 2) on crit: +8 physical When wielded/worn: Armour penetration: +35 Physical crit. chance: +27.0% Armour: +8 Damage when hit (Melee): 4 physical Changes stats: +15 Con / +15 Wil Changes resistances penetration: +15% temporal Changes damage: +3% temporal Critical mult.: +68.00% Maximum life: +109.00 One-handed war axes. |
voratun waraxe 'Cobrapierce' (180% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 181% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +6 Con Changes resistances: +12% blight / +6% light / +6% acid Changes resistances penetration: +20% nature / +13% physical Disarm immunity: +24% One-handed war axes. |
voratun waraxe 'Eclipsestone' (166% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 47% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 darkness / +8 arcane Damage (radius 1) on hit: +12 acid When wielded/worn: Physical crit. chance: +12.0% Physical power: +15 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +10% arcane / +13% physical Changes damage: +3% acid / +6% arcane / +3% darkness Disarm immunity: +34% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Poltergeist's Skeletal Claw (167% power, 8 apr) Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+3 eff.) Talent mastery: +0.25 Corruption / Bone Stun/Freeze immunity: +60% Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 11 power out of 20/20) : Effective talent level: 4.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 223.72 physical damage, and inflicting bleeding for another 111.86 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
drakeskin leather belt 'Siluwyn'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Changes stats: +2 Dex / +20 Mag / +12 Wil Cut immunity: +21% Mana each turn: +0.60 Psi when hit: +0.04 Maximum mana: +37.00 Maximum psi: +40.00 Spell crit. chance: +5% It can be used to create a temporary shield that absorbs 454 damage Activation puts all charms on cooldown for 17 turns. A belt that goes around your waist. |
hardened leather belt 'Glaremaster'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Defense: +15 (+3 eff.) Changes resistances: +11% light / +11% darkness Critical mult.: +20.00% Only die when reaching: -60.00 life Mental crit. chance: +6% Light radius: +3 A belt that goes around your waist. |
hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Pitchstar (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +1 Con Changes resistances: +6% blight Changes resistances penetration: +15% acid Changes damage: +12% acid / +18% darkness / +12% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthathel the elven-silk robe (7 def, 7 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Changes stats: +18 Mag / +4 Cun / +2 Con Changes resistances: +30% temporal / +15% darkness / +14% light / +45% mind / +15% all Changes resistances penetration: +10% mind Changes damage: +30% temporal / +25% light / +30% mind Reduces incoming crit damage: 10.00% Maximum life: +58.00 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Poloma the Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical crit. chance: +4.0% Physical power: +17 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: -7% Changes stats: +1 Cun Changes resistances: +9% temporal / +6% cold / +9% fire Changes resistances penetration: +12% physical Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Maximum encumbrance: +26 Physical save: +12 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Stamina each turn: +0.80 Maximum life: +134.00 Maximum psi: +40.00 Movement speed: +10% Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 18 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +3 Critical mult.: +13.00% Spell crit. chance: +20% Mental crit. chance: +16% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of war-making (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +7 Critical mult.: +9.00% Mental save: +11 (+4 eff.) Maximum life: +67.00 Spell crit. chance: +14% Mental crit. chance: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyrorenor the Blindripper (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Cun / +3 Wil Changes resistances: +28% light Changes resistances penetration: +20% darkness / +5% temporal Changes damage: +30% light / +15% temporal / +20% darkness / +15% physical Mental save: +23 (+8 eff.) Maximum psi: +20.00 A pointy cloth hat, very wizardly... |
Eluthra (2 def, 10 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +10 Defense: +2 (+0 eff.) Changes stats: +10 Con Changes resistances: +14% physical / +23% darkness / +5% arcane Changes damage: +13% darkness / +14% physical Critical mult.: +15.00% Teleport immunity: +20% Maximum hate: +11.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Neressra the Wildhacker (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 4 nature Changes stats: +5 Str / +6 Wil / +7 Con Changes resistances: +5% arcane / +9% nature / +17% light / +20% darkness Changes resistances penetration: +25% nature Changes damage: +9% arcane Mental save: +12 (+4 eff.) Light radius: +2 A cap made of leather. |
Nightmistress the drakeskin leather cap (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 23% chance to reduce damage dealt by 22% Changes stats: +10 Str / +8 Con Changes damage: +3% darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Infravision radius: +4 A cap made of leather. |
Splendourraven the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +9 Str / +13 Dex / +4 Cun Changes resistances: +15% lightning / +7% temporal Changes resistances penetration: +20% light Mana each turn: +0.24 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 730.4 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
drakeskin leather cap 'Betorin' (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +13 Str / +9 Dex / +10 Wil / +14 Cun / +9 Con Changes resistances penetration: +5% arcane Changes damage: +9% blight Critical mult.: +10.00% Mental save: +14 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+3 eff.) Spell crit. chance: +2% Mindpower: +5 (+2 eff.) Light radius: +2 A cap made of leather. |
elven-silk wizard hat 'Poretha' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +1 Str / +1 Dex / +17 Mag / +8 Wil / +5 Cun / +2 Con Changes resistances penetration: +15% arcane Reduces incoming crit damage: 10.00% Spell save: +14 (+4 eff.) Spellpower: +5 (+1 eff.) Infravision radius: +10 See stealth: +14 See invisible: +25 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 77% and attempts to push all creatures other than yourself out of its radius, inflicting 22.72 light damage and 28.45 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Winterreek the voratun mail armour (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +23 (+3 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +17 Str / +10 Mag / +7 Wil Changes resistances: +47% lightning / +15% physical / +19% darkness / +30% cold Changes resistances penetration: +15% lightning Spellpower: +23 (+5 eff.) Spell crit. chance: +9% Mindpower: +25 (+9 eff.) Mental crit. chance: +8% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Cuirass of the Dark Lord (0 def, 30 armour) Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+5 eff.) Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 453.12 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 14 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
This item will automatically be transmogrified when you leave the level.Plate of the Blackened Mind (15 def, 40 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 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 (+5 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+4 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 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 6 Armour, 10 Defense and your attacks will gain 15% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. 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. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1714 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. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ememiba the Obsidianvortex (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 light Changes stats: +3 Str / +6 Mag Changes resistances: +6% cold / +10% fire / +9% darkness / +1% physical Changes resistances penetration: +25% darkness Pinning immunity: +10% Life regen: +2.00 Only die when reaching: -40.00 life Maximum mana: +59.00 Spell crit. chance: +10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 97.09 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Yaryrion the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 10 arcane Changes stats: +5 Str / +7 Wil Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+4 eff.) Spell crit. chance: +8% Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Poronne' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +12 Armour: +4 Damage when hit (Melee): 6 physical Changes stats: +4 Cun / +5 Str Mindpower: +30 (+10 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 55 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Mayothra the CoalkillerInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +30 (+7 eff.) Changes resistances: +15% temporal / +3% all Changes damage: +18% darkness Spell save: +13 (+4 eff.) Disease immunity: +20% Teleport immunity: +20% Light radius: +5 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 403.05 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
51 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
10 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. |
9 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. |
8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 194% of the healing done. This effect scales with your Magic stat. Activation costs 42 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 111 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Pouch of the Subconscious (20/20, 147% power, 15 apr) Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 10% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Alelar the Stormvault [power 194] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +3% lightning Pinning immunity: +20% Healing mod.: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 12% for 2 turns. * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Brodyladil the Brandkiller [power 314] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 47% Changes stats: +5 Mag Changes resistances: +9% fire Changes damage: +18% arcane / +9% fire Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+3 eff.) It can be used to sting an enemy dealing 405 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Bokydoruileg' [power 122] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +6% temporal / +15% nature / +6% blight It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
16 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Betida [power 506] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +4 Mag Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Damage Shield penetration: +35% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a shield absorbing up to 582 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
11 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. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 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. |
10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Dreming one the Drem Writhing One level 35
30th Shortage 122nd year of Ascendancy at 06:41 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dreming one the Drem Writhing One level 49
25th Voratun 123rd year of Ascendancy at 08:38 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Dreming one the Drem Writhing One level 35
28th Shortage 122nd year of Ascendancy at 17:14 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Dreming one the Drem Writhing One level 40
28th Iron 123rd year of Ascendancy at 00:33 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Dreming one the Drem Writhing One level 47
2nd Voratun 123rd year of Ascendancy at 05:54 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Dreming one the Drem Writhing One level 39
22nd Iron 123rd year of Ascendancy at 04:52 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Dreming one the Drem Writhing One level 27
6th Dearth 122nd year of Ascendancy at 22:02 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dreming one the Drem Writhing One level 50
21st Wealth 123rd year of Ascendancy at 16:45 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Dreming one the Drem Writhing One level 38
5th Iron 123rd year of Ascendancy at 22:02 see stats
Dethroned (Insane (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Dreming one the Drem Writhing One level 50
15th Wealth 123rd year of Ascendancy at 06:26 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Dreming one the Drem Writhing One level 44
12nd Gold 123rd year of Ascendancy at 11:03 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Dreming one the Drem Writhing One level 31
33rd Dearth 122nd year of Ascendancy at 05:18 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Dreming one the Drem Writhing One level 31
44th Dearth 122nd year of Ascendancy at 03:36 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Dreming one the Drem Writhing One level 50
42nd Dearth 123rd year of Ascendancy at 01:06 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dreming one the Drem Writhing One level 22
33rd Profit 122nd year of Ascendancy at 18:58 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dreming one the Drem Writhing One level 43
30th Steel 123rd year of Ascendancy at 02:52 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Dreming one the Drem Writhing One level 31
38th Dearth 122nd year of Ascendancy at 05:41 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Dreming one the Drem Writhing One level 50
38th Dearth 123rd year of Ascendancy at 23:43 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dreming one the Drem Writhing One level 24
36th Profit 122nd year of Ascendancy at 18:51 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Dreming one the Drem Writhing One level 41
28th Iron 123rd year of Ascendancy at 06:13 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Dreming one the Drem Writhing One level 31
33rd Dearth 122nd year of Ascendancy at 05:18 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dreming one the Drem Writhing One level 10
24th Voratun 122nd year of Ascendancy at 06:22 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dreming one the Drem Writhing One level 20
26th Profit 122nd year of Ascendancy at 00:41 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Dreming one the Drem Writhing One level 30
22nd Dearth 122nd year of Ascendancy at 14:08 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Dreming one the Drem Writhing One level 40
27th Iron 123rd year of Ascendancy at 13:16 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Dreming one the Drem Writhing One level 50
25th Voratun 123rd year of Ascendancy at 10:30 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Dreming one the Drem Writhing One level 50
38th Dearth 123rd year of Ascendancy at 06:03 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Dreming one the Drem Writhing One level 46
2nd Voratun 123rd year of Ascendancy at 00:34 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Dreming one the Drem Writhing One level 24
38th Profit 122nd year of Ascendancy at 19:51 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dreming one the Drem Writhing One level 50
9th Profit 123rd year of Ascendancy at 13:24 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Dreming one the Drem Writhing One level 25
22nd Wealth 122nd year of Ascendancy at 09:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dreming one the Drem Writhing One level 17
19th Profit 122nd year of Ascendancy at 21:48 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Dreming one the Drem Writhing One level 38
19th Iron 123rd year of Ascendancy at 10:03 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Dreming one the Drem Writhing One level 50
42nd Dearth 123rd year of Ascendancy at 01:04 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Dreming one the Drem Writhing One level 50
41st Dearth 123rd year of Ascendancy at 21:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dreming one the Drem Writhing One level 10
24th Voratun 122nd year of Ascendancy at 06:30 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Dreming one the Drem Writhing One level 50
38th Dearth 123rd year of Ascendancy at 07:43 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dreming one the Drem Writhing One level 31
4th Shortage 122nd year of Ascendancy at 23:28 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Dreming one the Drem Writhing One level 36
4th Iron 123rd year of Ascendancy at 11:18 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dreming one the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 23:17 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dreming one the Drem Writhing One level 43
19th Steel 123rd year of Ascendancy at 04:59 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dreming one the Drem Writhing One level 21
33rd Profit 122nd year of Ascendancy at 11:01 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dreming one the Drem Writhing One level 16
17th Profit 122nd year of Ascendancy at 08:04 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dreming one the Drem Writhing One level 34
27th Shortage 122nd year of Ascendancy at 19:54 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Dreming one the Drem Writhing One level 50
13rd Wealth 123rd year of Ascendancy at 18:27 see stats
Log
There is an item here: Molten Skin (15 def, 12 armour)
There is an item here: Death's Embrace (18 def, 18 armour)
There is an item here: Breath of Eyal (10 def, 10 armour)
There is an item here: Rogue Plight (6 def, 7 armour)
There is an item here: The Untouchable (14 def, 12 armour)
You transfer Dakhtun's Gauntlets (0 def, 6 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Black Robe (6 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Fist of the Destroyer (8 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Corrupted Gaze (4 def, 8 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Masochism (0 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Dúathedlen Heart to the online item's vault.
Saving done.
Saving game...
Saving done.










































































































































































