








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ghoul |
Class | Necromancer |
Level / Exp | 50 / 2181% |
Size | medium |
Lifes / Deaths | Killed by Aeralera the orc berserker at level 50 on the 6th Decay 123rd year of Ascendancy at 11:39 6 / 1 |
Primary Stats
Strength | 69 (base 12) |
Dexterity | 50 (base 16) |
Constitution | 103 (base 60) |
Magic | 121 (base 61) |
Willpower | 105 (base 62) |
Cunning | 72 (base 33) |
Resources
Life | 1336/1336 |
Mana | 1007/1007 |
Soul | 15/20 |
Vim | 296/296 |
Healing Factor | 1.5109906478104 |
Regeneration | 6.4217102531942 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 8 |
See Stealth | 91.340744585529 |
See Invisible | 84.340744585529 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 74 |
Accuracy | 36 |
Crit Chance | 45% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 100 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +50% |
Cold | +54% |
All | +26% |
Lightning | +38% |
Light | +40% |
Temporal | +34% |
Physical | +44% |
Mind | +38% |
Darkness | +172% |
Nature | +46% |
Offense: Damage Penetration
Darkness | +71% |
Blight | +60% |
Arcane | +29% |
Cold | +59% |
All | +15% |
Defense: Base
Armour (hardiness) | 76 (57.718496631565%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 87 |
Spell Save | 94 |
Mental Save | 105 |
Defense: Resistances
Acid | + 52%( 77%) |
Arcane | + 49%( 77%) |
Cold | + 54%( 77%) |
All | + 43%( 77%) |
Lightning | + 52%( 77%) |
Darkness | + 77%( 77%) |
Mind | + 48%( 77%) |
Fire | + 63%( 77%) |
Nature | + 49%( 77%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 70% |
Silence Resistance | 93% |
Bleed Resistance | 100% |
Teleport Resistance | 57% |
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 3.0 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 705 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 3.0 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 3 turns and blocking 147 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. |
Runes | Effective talent level: 3.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2021% for 10 turns (1455 total) and instantly restoring 101 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 3.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 5 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 3.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Spell / Eradication | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of bones | 1.50 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Spell / Animus | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Reaping |
talent | Golden Age of Necromancy |
talent | Chant of Fortitude |
talent | Grim Shadow |
talent | Erupting Shadows |
talent | Utterly Destroyed |
talent | Eternal Night |
talent | Spikes of Decrepitude |
talent | Hiemal Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Cunning 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2029. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Effects on melee hit: * 24% chance to slow global speed by 64% Changes stats: +8 Dex / +6 Mag / +5 Wil / +14 Lck Stealth bonus: +15 Silence immunity: +43% Confusion immunity: +50% Stun/Freeze immunity: +50% Mana each turn: +0.50 Psi when hit: +0.12 Hate when firing a critical mind attack: +4.00 Maximum mana: +57.00 Spell crit. chance: +5% Mental crit. chance: +8% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +26 (+6 eff.) Damage when hit (Melee): 8 lightning / 29 fire Changes stats: +3 Mag / +1 Wil Changes resistances: +10% fire Changes resistances penetration: +15% all Physical save: +35 (+7 eff.) Spell save: +40 (+8 eff.) Mental save: +40 (+6 eff.) Spell crit. chance: +3% Light radius: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +17 (+4 eff.) Changes stats: +5 Cun Changes resistances penetration: +25% blight Mental save: +10 (+1 eff.) Poison immunity: +20% Knockback immunity: +20% Spellpower: +30 (+5 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +15% acid Spell save: +15 (+3 eff.) Blindness immunity: +20% Poison immunity: +20% Disarm immunity: +10% Knockback immunity: +20% Life regen: +4.00 Maximum life: +40.00 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. The set is complete. When wielded/worn: Changes resistances: +15% darkness / +10% cold Changes damage: +24% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +18 (+3 eff.) Talent level: +1 Call of the Crypt. Talent level: +1 Rime Wraith. Talent level: +1 Dread. Talent level: +1 Call of the Mausoleum. Talent level: +1 Boneyard. It can be used to activate talent Impending Doom (costing 27 power out of 40/40) : Effective talent level: 5.2 Power cost: 27 out of 40/40. Range: 7 Travel Speed: instantaneous Is: necromancy and a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 132% of its remaining life (or 1333.89, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
On fingers | ![]() 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: +35 (+10 eff.) Effects on melee hit: * 24% chance to reduce damage dealt by 29% Changes stats: +10 Str / +10 Con Changes resistances: +9% mind Changes damage: +12% darkness / +6% light / +12% mind / +7% all Mental save: +15 (+2 eff.) Blindness immunity: +50% Confusion immunity: +50% Spellpower: +17 (+3 eff.) Mindpower: +20 (+5 eff.) Infravision radius: +6 See stealth: +25 See invisible: +18 Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Damage when hit (Melee): 4 blight Changes stats: +10 Mag / +8 Wil / +8 Cun Changes resistances penetration: +20% blight Changes damage: +9% arcane / +3% cold Damage against: +40% Summoned Reduced damage from: +45% Summoned Critical mult.: +10.00% Stealth bonus: +13 Physical save: +15 (+3 eff.) Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Mindpower: +12 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. The set is complete. Power: 150% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Nightfall +0.20 Spell / Master necromancer +0.20 Spell / Master of flesh +0.20 Spell / Animus +0.20 Spell / Master of bones Spell save: +25 (+5 eff.) Mental save: +10 (+1 eff.) Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +52 (+8 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +12.0% Armour: +19 Fatigue: +5% Damage (Melee): 14 nature / 15 physical Changes stats: +2 Cun Changes resistances: +10% nature Changes damage: +10% physical / +20% nature / +18% darkness Critical mult.: +13.00% Mental save: +21 (+3 eff.) Psi when hit: +0.16 Maximum life: +79.00 Maximum psi: +40.00 Spell crit. chance: +20% Mental crit. chance: +19% When used to modify unarmed attacks: Power: 159% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Venomous Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 1) on hit: +15 physical Damage (radius 2) on crit: +14 nature / +14 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+4 eff.) Mental save: +15 (+2 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Damage when hit (Melee): 12 fire Changes stats: +4 Cun / +4 Dex Changes resistances: +6% lightning / +15% fire / +25% darkness Changes resistances penetration: +14% arcane / +12% darkness Changes damage: +12% lightning / +15% arcane / +34% darkness Critical mult.: +26.00% Stealth bonus: +22 Physical save: +15 (+3 eff.) Maximum mana: +52.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes stats: +10 Str / +10 Dex / +16 Mag / +7 Wil Changes resistances: +6% darkness Changes resistances cap: +7% all Changes damage: +8% light / +8% temporal / +8% darkness / +8% physical Critical mult.: +23.66% Physical save: +27 (+6 eff.) Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +7% Amulets can have magical properties. |
Inventory
![]() 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. |
![]() 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 513.07 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 464.59 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 41% faster, and you are invisible (power 24). Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1750% for 10 turns (1260 total) and instantly restoring 88 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. 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. |
![]() 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 3 turns and blocking 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 447 damage for 5 turns. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 707 damage for 5 turns. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 634 damage for 6 turns. Its effects scale with your Constitution 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 125 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 116 with a minimum range of 15. Its effects scale with your 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 23 power out of 35/35) : Effective talent level: 4.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 414 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Changes resistances: +3% darkness / +6% fire Changes resistances cap: +7% all Talent mastery: +0.39 Spell / Master of flesh Physical save: +27 (+6 eff.) Spell save: +12 (+3 eff.) Blindness immunity: +36% Poison immunity: +20% Knockback immunity: +21% Life regen: +4.21 Maximum life: +40.00 Infravision radius: +9 Sight radius: +2 See invisible: +14 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +11% mind Disease immunity: +10% Confusion immunity: +22% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +12 Mag Changes resistances penetration: +15% temporal Changes damage: +15% arcane / +6% darkness Critical mult.: +20.00% Maximum mana: +100.00 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +34 (+11 eff.) Fatigue: -10% Effects on melee hit: * 23% chance to slow global speed by 64% Changes stats: +3 Dex Changes damage: +24% physical / +18% temporal Life regen: +5.00 Only die when reaching: -91.56 life Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +15 (+3 eff.) Fatigue: -8% Effects on melee hit: * 21% chance to slow global speed by 64% Changes stats: +20 Lck Changes resistances: +29% mind Changes resistances penetration: +15% nature / +15% light / +15% arcane Changes damage: +12% arcane / +3% nature Confusion immunity: +46% Life regen: +4.00 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 20 power out of 60/60) : Effective talent level: 5.0 Power cost: 20 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 48 light damage to everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 50% Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 29% * 8% chance to blind Changes resistances: +5% arcane / +3% mind Changes resistances penetration: +15% acid Changes damage: +7% darkness / +3% mind / +8% light Amulets can have magical properties. |
![]() Infused 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 (+5 eff.) Confusion immunity: -100% Mindpower: +8 (+2 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. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 40 power out of 60/60) : Effective talent level: 4.0 Power cost: 40 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 33 power out of 80/80) : Effective talent level: 3.0 Power cost: 33 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 20% chance to reduce damage dealt by 29% Changes resistances: +6% acid / +3% light / +12% blight / +12% mind / +9% lightning Cut immunity: +40% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 4.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 433 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +6 Fatigue: -8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 40 Changes resistances: +9% blight / +3% physical Changes resistances penetration: +25% temporal Changes damage: +9% physical Life regen: +4.00 Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +23% fire / +21% cold Blindness immunity: +27% Infravision radius: +7 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+1 eff.) Blindness immunity: +10% Confusion immunity: +10% Mindpower: +6 (+2 eff.) Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Cun / +3 Wil Mental save: +10 (+1 eff.) Confusion immunity: +18% Mindpower: +11 (+3 eff.) Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +13 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +10 (+1 eff.) Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Physical save: +11 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +11 (+1 eff.) Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +11 (+3 eff.) Spell save: +18 (+4 eff.) Mental save: +18 (+3 eff.) Blindness immunity: +21% Infravision radius: +7 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +14 (+3 eff.) Changes stats: +7 Lck / +4 Wil Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +6 Armour: +6 Changes resistances: +26% lightning / +6% mind Reduces incoming crit damage: 15.52% Blindness immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +44% Stamina each turn: +3.10 Maximum life: +103.44 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +30 (+6 eff.) Changes stats: +4 Con Changes resistances: +12% darkness Physical save: +26 (+6 eff.) Healing mod.: +20% Rings can have magical properties. |
![]() Powered 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 (+1 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 221.40 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 2 turn(s) Activation costs 22 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. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Dex / +6 Con Changes damage: +27% arcane / +12% fire Mental save: +13 (+2 eff.) Confusion immunity: +36% Maximum mana: +80.00 Spellpower: +20 (+3 eff.) Infravision radius: +3 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% nature / +6% fire Changes damage: +6% fire / +15% nature / +18% arcane Reduces incoming crit damage: 15.00% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +10 (+1 eff.) Rings can have magical properties. |
![]() Crafted 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 (+3 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. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 36 Damage (Melee): 5 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 36 Damage (Ranged): 6 physical Changes stats: +2 Str / +2 Wil / +3 Cun Changes resistances: +3% light Changes resistances penetration: +15% lightning Reduces incoming crit damage: 5.00% Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 See invisible: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 5.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 170% weapon damage. If the attack hits, the target will bleed for 320% weapon damage over 7 turns, and all healing will be reduced by 68%. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +12 Mag Changes resistances penetration: +25% arcane Changes damage: +30% temporal Spell save: +18 (+4 eff.) Maximum mana: +100.00 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+3 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 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, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 33 power out of 50/50) : Effective talent level: 4.0 Power cost: 33 out of 50/50. Range: 9 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 187% 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +4 Wil Changes resistances: +22% nature Changes damage: +11% nature / +6% physical Critical mult.: +15.00% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 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. |
![]() Crafted 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 (+4 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce armor by 50% Changes resistances: +3% light Changes resistances penetration: +25% light / +20% mind Changes damage: +12% acid / +6% mind Maximum encumbrance: +22 Rings can have magical properties. |
![]() Infused 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 31.44 cold and 29.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 40 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Blindness immunity: +28% Spellpower: +9 (+1 eff.) Infravision radius: +4 See stealth: +8 See invisible: +8 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 21 light Damage (Ranged): 24 light Changes stats: +6 Wil / +10 Mag Changes damage: +14% light Spellpower: +9 (+1 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.10 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Cun / +6 Dex Stun/Freeze immunity: +30% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +20% mind Changes damage: +12% mind Physical save: +18 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +12 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Defense: +14 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun Changes resistances: +9% light Changes damage: +6% temporal Poison immunity: +20% Confusion immunity: +20% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +3 Cun Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +5 Cun / +6 Dex Blindness immunity: +22% Infravision radius: +4 See stealth: +11 See invisible: +7 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% darkness / +6% cold Physical save: +10 (+2 eff.) Spell save: +21 (+5 eff.) Mental save: +9 (+1 eff.) Stun/Freeze immunity: +20% Knockback immunity: +20% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +22% Life regen: +2.00 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% blight Changes damage: +11% blight Spell save: +4 (+1 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Changes stats: +21 Mag / +17 Wil Changes resistances: +7% arcane Changes resistances penetration: +20% lightning / +33% temporal / +5% arcane Changes damage: +12% lightning / +12% temporal Stealth bonus: +15 Spell crit. chance: +12% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 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 19 power out of 28/28) : Effective talent level: 4.0 Power cost: 19 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 4 random arcane explosions in the target area. Each explosion does 299.58 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. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 14 power out of 20/20) : Effective talent level: 5.0 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Instill Fear (costing 14 power out of 30/30) : Effective talent level: 5.0 Power cost: 14 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 40.02 mind and 78.80 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 32% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 31. Terrified: Deals 9.66 mind and 19.02 darkness damage per turn and increases cooldowns by 49%. Haunted: Causes the target to suffer 15.48 mind and 30.49 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% acid / +7% cold / +15% nature / +5% arcane Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Ice Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +328 Damage (Melee): +26 arcane When wielded/worn: Armour: +21 Fatigue: +8% Changes stats: +4 Wil / +5 Cun / +12 Con Changes resistances penetration: +20% arcane Changes damage: +12% acid / +15% cold Talent granted: +1 Block Physical save: +15 (+3 eff.) Maximum mana: +130.77 Spellpower: +39 (+6 eff.) Handheld deflection devices. |
![]() 0.00 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. |
![]() Powered 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Damage when hit (Melee): 10 fire Changes stats: +3 Str / +3 Wil Changes resistances: +5% arcane / +10% physical Changes resistances penetration: +15% arcane Spell save: +15 (+3 eff.) Maximum vim: +52.20 Spellpower: +25 (+4 eff.) Damage Shield penetration: +30% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused 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 (+1 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 554.34 darkness damage (based on Mindpower and charge) Activation costs 7 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +9% all / +15% temporal Changes damage: +15% temporal Movement speed: +12% Combat speed: -9% Casting speed: -9% Mental speed: -9% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 14 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 5.0 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered 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. |
![]() Powered 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 682.92 fire damage (based on Magic) Activation costs 33 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 133 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 998.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 17 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 10 arcane Changes resistances penetration: +15% darkness Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Mental save: +15 (+2 eff.) Teleport immunity: +20% It can be used to blast the opponent's mind dealing 380 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +14 Mag / +16 Cun / +8 Con It can be used to summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1018 Base Damage: 495 Armor: 33 All Resist: 50 Activation puts all charms on cooldown for 17 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 590 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour penetration: +6 Defense: +20 (+4 eff.) Damage when hit (Melee): 6 physical Changes stats: +7 Wil Changes resistances: +9% blight Changes damage: +15% fire Spellpower: +15 (+2 eff.) Spell crit. chance: +6% It can be used to reveal the area around you, dispelling darkness (radius 14, power 96 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% * 20% chance to reduce all saves and defense by 36 Changes resistances: +6% temporal / +5% arcane / +6% mind Changes resistances penetration: +10% darkness Blindness immunity: +20% It can be used to create a shield absorbing up to 332 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Heal for 86. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered 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 20 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. |
![]() Infused 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Corps-sans-organes the Ghoul Necromancer level 31
4th Regrowth 123rd year of Ascendancy at 15:16 see stats
By Corps-sans-organes the Ghoul Necromancer level 37
7th Pyre 123rd year of Ascendancy at 17:27 see stats
By Corps-sans-organes the Ghoul Necromancer level 31
2nd Regrowth 123rd year of Ascendancy at 21:10 see stats
By Corps-sans-organes the Ghoul Necromancer level 47
10th Haze 123rd year of Ascendancy at 03:42 see stats
By Corps-sans-organes the Ghoul Necromancer level 40
55th Pyre 123rd year of Ascendancy at 17:30 see stats
By Corps-sans-organes the Ghoul Necromancer level 40
60th Pyre 123rd year of Ascendancy at 00:17 see stats
By Corps-sans-organes the Ghoul Necromancer level 50
1st Regrowth 124th year of Ascendancy at 08:36 see stats
By Corps-sans-organes the Ghoul Necromancer level 49
25th Haze 123rd year of Ascendancy at 04:36 see stats
By Corps-sans-organes the Ghoul Necromancer level 38
53rd Pyre 123rd year of Ascendancy at 15:43 see stats
By Corps-sans-organes the Ghoul Necromancer level 10
6th Flare 122nd year of Ascendancy at 03:06 see stats
By Corps-sans-organes the Ghoul Necromancer level 34
15th Regrowth 123rd year of Ascendancy at 01:41 see stats
By Corps-sans-organes the Ghoul Necromancer level 34
14th Regrowth 123rd year of Ascendancy at 23:08 see stats
By Corps-sans-organes the Ghoul Necromancer level 50
6th Decay 123rd year of Ascendancy at 17:12 see stats
By Corps-sans-organes the Ghoul Necromancer level 22
79th Haze 122nd year of Ascendancy at 18:19 see stats
By Corps-sans-organes the Ghoul Necromancer level 36
42nd Regrowth 123rd year of Ascendancy at 06:27 see stats
By Corps-sans-organes the Ghoul Necromancer level 37
17th Pyre 123rd year of Ascendancy at 03:16 see stats
By Corps-sans-organes the Ghoul Necromancer level 50
1st Decay 123rd year of Ascendancy at 18:23 see stats
By Corps-sans-organes the Ghoul Necromancer level 35
36th Regrowth 123rd year of Ascendancy at 07:08 see stats
By Corps-sans-organes the Ghoul Necromancer level 37
7th Pyre 123rd year of Ascendancy at 12:58 see stats
By Corps-sans-organes the Ghoul Necromancer level 42
60th Pyre 123rd year of Ascendancy at 03:39 see stats
By Corps-sans-organes the Ghoul Necromancer level 10
6th Flare 122nd year of Ascendancy at 03:05 see stats
By Corps-sans-organes the Ghoul Necromancer level 20
50th Haze 122nd year of Ascendancy at 05:59 see stats
By Corps-sans-organes the Ghoul Necromancer level 30
9th Allure 123rd year of Ascendancy at 21:53 see stats
By Corps-sans-organes the Ghoul Necromancer level 40
55th Pyre 123rd year of Ascendancy at 05:25 see stats
By Corps-sans-organes the Ghoul Necromancer level 50
30th Haze 123rd year of Ascendancy at 11:37 see stats
By Corps-sans-organes the Ghoul Necromancer level 50
1st Decay 123rd year of Ascendancy at 10:08 see stats
By Corps-sans-organes the Ghoul Necromancer level 50
1st Regrowth 124th year of Ascendancy at 06:52 see stats
By Corps-sans-organes the Ghoul Necromancer level 50
42nd Haze 123rd year of Ascendancy at 23:39 see stats
By Corps-sans-organes the Ghoul Necromancer level 36
66th Regrowth 123rd year of Ascendancy at 13:11 see stats
By Corps-sans-organes the Ghoul Necromancer level 32
8th Regrowth 123rd year of Ascendancy at 00:38 see stats
By Corps-sans-organes the Ghoul Necromancer level 49
30th Haze 123rd year of Ascendancy at 01:25 see stats
By Corps-sans-organes the Ghoul Necromancer level 28
7th Allure 123rd year of Ascendancy at 16:24 see stats
By Corps-sans-organes the Ghoul Necromancer level 38
51st Pyre 123rd year of Ascendancy at 16:13 see stats
By Corps-sans-organes the Ghoul Necromancer level 50
6th Decay 123rd year of Ascendancy at 17:11 see stats
By Corps-sans-organes the Ghoul Necromancer level 37
7th Pyre 123rd year of Ascendancy at 17:27 see stats
By Corps-sans-organes the Ghoul Necromancer level 3
76th Pyre 122nd year of Ascendancy at 13:03 see stats
By Corps-sans-organes the Ghoul Necromancer level 5
4th Mirth 122nd year of Ascendancy at 03:25 see stats
By Corps-sans-organes the Ghoul Necromancer level 37
7th Pyre 123rd year of Ascendancy at 17:27 see stats
By Corps-sans-organes the Ghoul Necromancer level 37
17th Pyre 123rd year of Ascendancy at 15:03 see stats
By Corps-sans-organes the Ghoul Necromancer level 50
6th Decay 123rd year of Ascendancy at 17:12 see stats
By Corps-sans-organes the Ghoul Necromancer level 50
1st Regrowth 124th year of Ascendancy at 06:52 see stats
By Corps-sans-organes the Ghoul Necromancer level 13
12nd Dusk 122nd year of Ascendancy at 10:56 see stats
By Corps-sans-organes the Ghoul Necromancer level 43
7th Mirth 123rd year of Ascendancy at 17:09 see stats
By Corps-sans-organes the Ghoul Necromancer level 37
17th Pyre 123rd year of Ascendancy at 00:09 see stats
By Corps-sans-organes the Ghoul Necromancer level 26
2nd Wintertide 123rd year of Ascendancy at 06:11 see stats
By Corps-sans-organes the Ghoul Necromancer level 17
33rd Haze 122nd year of Ascendancy at 20:20 see stats
By Corps-sans-organes the Ghoul Necromancer level 30
1st Regrowth 123rd year of Ascendancy at 16:07 see stats
Log
Today is the 3rd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 06:56.
There is an item here: Brodiromilathaldir the hardened leather gloves (0 def, 12 armour)
There is an item here: Hand of the World-Shaper (0 def, 12 armour)
There is an item here: Hareroddadil (0 def, 2 armour)
There is an item here: Snow Giant Wraps (0 def, 2 armour)
There is an item here: Gloves of the Firm Hand (0 def, 8 armour)
Ran for 15 turns (stop reason: object seen).
There is an item here: Chromatic Harness (10 def, 14 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Cuirass of the Thronesmen (20 def, 32 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Getidedas (136% power, 6 apr, fire element)
There is an item here: Telos's Staff (Bottom Half)
There is an item here: Koruthel (136% power, 6 apr, fire element)