Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.3Official 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.
Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.3Donators/Buyers bonus! Ashes of Urh'Rok 1.7.3Official 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ghoul |
Class | Adventurer |
Level / Exp | 35 / 18% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 31 (base 12) |
Dexterity | 13 (base 12) |
Constitution | 32 (base 12) |
Magic | 86 (base 60) |
Willpower | 78 (base 60) |
Cunning | 25 (base 24) |
Resources
Mana | 517/517 |
Psi | 406/406 |
Vim | 236/236 |
Life | 670/670 |
Paradox | 300 |
Soul | 11/12 |
Healing Factor | 1.5124420161895 |
Regeneration | 4.461703947759 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +116.89271086767% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Invisible | 3 |
Offense: Mainhand
Damage | 46 |
Accuracy | 31 |
Crit Chance | 27% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 80 |
Crit Chance | 30% |
Speed | 1 |
Cooldown Reduction | 13.333333333333 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Light | +18% |
Temporal | +37% |
Blight | +16% |
Darkness | +29% |
Fire | +8% |
All | 0% |
Offense: Damage Penetration
Acid | +12% |
Physical | +31% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 44 (30%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 5 |
Physical Save | 59.65 |
Spell Save | 66.15 |
Mental Save | 59 |
Defense: Resistances
Arcane | + 38%( 70%) |
Cold | + 51%( 70%) |
All | + 35%( 70%) |
Lightning | + 39%( 70%) |
Light | + 41%( 70%) |
Temporal | + 39%( 70%) |
Darkness | + 52%( 70%) |
Fire | + 43%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Teleport Resistance | 49% |
Silence Resistance | 95% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Stun Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 428 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 132 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
Spell / Meta | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Solipsism | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Corruption / Fearfire | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Spell / Animus | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Generic Talents
Spell / Necrosis | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Reaping |
talent | Reality Smearing |
talent | Golden Age of Necromancy |
talent | Spellcraft |
talent | Energy Decomposition |
talent | Spikes of Decrepitude |
talent | Beyond the Flesh |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+37% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Porath the brown mold. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by dread. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by ritch flamespitter. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Salyvena the banshee. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by Beliralaith the orc soldier. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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. | active |
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. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | active |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | lifebinding elven-wood starstaff (25-30 power, 5 apr, temporal element) lifebinding elven-wood starstaff (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +25% temporal Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +18 (+4 eff.) Spell crit. chance: +4% Healing mod.: +19% Staves designed for wielders of magic, by the greats of the art. |
Light source | Aerudor the brass lantern Aerudor the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +15% cold Stun/Freeze immunity: +20% Maximum life: +42.00 Light radius: +4 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Beruigund the dwarven-steel helm (6 def, 10 armour) Beruigund the dwarven-steel helm (6 def, 10 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+3 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 34 * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Con Changes resistances: +6% temporal / +7% nature / +4% all Changes damage: +9% blight / +9% temporal Physical save: +8 (+1 eff.) Spell save: +6 (+1 eff.) Maximum life: +52.00 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +2 Wil Silence immunity: +28% Confusion immunity: +31% Stun/Freeze immunity: +28% It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Emulle (dig speed 10 turns) Emulle (dig speed 10 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +7 Str / +15 Wil Changes resistances penetration: +16% physical Physical save: +8 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+3 eff.) Maximum life: +70.00 Mental crit. chance: +8% Light radius: +1 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted 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 make your fingers look great! |
On fingers | wizard's gold ring of darkness (+26%) wizard's gold ring of darkness (+26%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +26% darkness Changes damage: +13% darkness Spell save: +10 (+1 eff.) Rings make your fingers look great! |
Around neck | steel amulet 'Poreta' steel amulet 'Poreta'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+10 eff.) Armour: +16 Defense: +20 (+8 eff.) Changes stats: +3 Con Changes resistances penetration: +15% physical Changes damage: +7% blight / +8% fire Critical mult.: +12.00% Physical save: +6 (+1 eff.) Spellpower: +9 (+2 eff.) Amulets make your neck look great! |
In main hand | Islalrassra the Flowerbloom (25-30 power, 5 apr, acid element) Islalrassra the Flowerbloom (25-30 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 39 arcane Changes resistances: +9% nature Changes resistances penetration: +12% acid / +10% temporal Changes damage: +25% acid / +3% temporal Talent granted: +1 Command Staff Physical save: +10 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +7 (+2 eff.) Maximum mana: +43.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +9% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
On hands | Bleaktyphoon the iron gauntlets (5 def, 1 armour) Bleaktyphoon the iron gauntlets (5 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Defense: +5 (+3 eff.) Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes stats: +3 Str Silence immunity: +20% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Khelyrand the hardened leather belt Khelyrand the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +6% lightning / +9% light / +12% fire / +5% arcane / +9% cold Confusion immunity: +20% A belt that goes around your waist. |
Cloak | Cloak of Deception Cloak of DeceptionPowered 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. |
Main armor | stargazer's elven-silk robe of Angolwen (0 def, 0 armour) stargazer's elven-silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +3 Wil / +3 Cun Changes resistances: +15% all Changes damage: +18% light / +16% darkness Silence immunity: +47% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +21 (+4 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Prismatic Rune (6 turns; acid, physical, darkness, lightning, nature, arcane) Prismatic Rune (6 turns; acid, physical, darkness, lightning, nature, arcane)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: 16 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: 3 acid, 2 physical, 3 darkness, 4 lightning, 4 nature, 5 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 382; dur 5; cd 18) shielding rune of the wizard (absorb 382; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 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 382 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Gawyn the steel amulet Gawyn the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 54% Changes stats: +3 Con Changes resistances: +19% lightning / +3% nature / +3% light Cut immunity: +50% Stun/Freeze immunity: +24% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 305 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 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... |
copper amulet 'Koreldir' copper amulet 'Koreldir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% acid / +9% mind Changes damage: +6% blight Cut immunity: +10% Knockback immunity: +10% Amulets make your neck look great! |
protective gold amulet of willpower (+4) protective gold amulet of willpower (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Changes stats: +4 Wil Changes resistances cap: +4% all Physical save: +14 (+2 eff.) Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets make your neck look great! |
Elemental Fury 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. |
Splendourcrack the gold ring Splendourcrack the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% light / +21% acid Changes resistances penetration: +15% acid Changes damage: +6% acid Physical save: +6 (+1 eff.) Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +3 Wil Changes resistances: +22% acid / +5% arcane Changes damage: +11% acid Mental save: +6 (+2 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +21.00 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? |
Zeritar ZeritarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% arcane / +6% cold Spell save: +23 (+4 eff.) Maximum stamina: +11.00 Healing mod.: +5% Rings make your fingers look great! |
copper ring 'Ivurawe' copper ring 'Ivurawe'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Light radius: +3 See invisible: +9 Rings make your fingers look great! |
copper ring of arcana (+0.11/turn) copper ring of arcana (+0.11/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.11 Rings make your fingers look great! |
gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +5 Str / +6 Con Rings make your fingers look great! |
rogue's steel ring of nature (+24%) rogue's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +24% nature Changes damage: +12% nature Rings make your fingers look great! |
rogue's steel ring of tenacity rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
steel ring 'Glacierfame' steel ring 'Glacierfame'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Mag / +2 Cun Changes resistances: +24% lightning Changes resistances penetration: +15% cold Changes damage: +12% lightning / +12% cold Reduces incoming crit damage: 15.00% See invisible: +12 Rings make your fingers look great! |
steel ring 'Icepiety' steel ring 'Icepiety'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex / +4 Wil Changes resistances: +15% darkness Changes resistances penetration: +15% cold Changes damage: +6% cold Spell save: +9 (+1 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% Rings make your fingers look great! |
wizard's gold ring of arcana (+0.20/turn) wizard's gold ring of arcana (+0.20/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+1 eff.) Silence immunity: +32% Mana each turn: +0.20 Rings make your fingers look great! |
infernal dragonbone magestaff of greater warding (30-36 power, 6 apr, fire element) infernal dragonbone magestaff of greater warding (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +9 (+4 eff.) Damage (Melee): 32 fire Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +2 Ward +1 Command Staff Critical mult.: +26.00% Spellpower: +21 (+4 eff.) Spell crit. chance: +5% See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
insulating hardened leather belt of unlife insulating hardened leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% blight / +7% cold / +7% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
noble's hardened leather belt of recklessness noble's hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Changes stats: +4 Cun / +5 Wil Damage against: +27% Summoned Reduced damage from: +21% Summoned Critical mult.: +5.00% A belt that goes around your waist. |
rough leather belt 'Glimmerbane' rough leather belt 'Glimmerbane'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +6% fire / +6% acid / +6% cold Changes damage: +6% light Spell save: +9 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Stormbutcher' rough leather belt 'Stormbutcher'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 45% Damage when hit (Melee): 2 lightning Changes stats: +4 Cun / +3 Wil Changes resistances: +3% light Changes damage: +12% light Damage against: +16% Summoned Reduced damage from: +19% Summoned A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Betoth (1 def, 8 armour) Betoth (1 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +25 (+11 eff.) Armour: +8 Defense: +1 (+1 eff.) Changes stats: +3 Cun / +3 Wil Critical mult.: +10.00% Physical save: +6 (+1 eff.) Stamina each turn: +2.00 Mental crit. chance: +9% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Olularach (11 def, 0 armour) Olularach (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+5 eff.) Changes resistances: +12% mind Changes damage: +12% arcane Physical save: +11 (+1 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Spellpower: +10 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Bethann' (2 def, 0 armour) cashmere cloak 'Bethann' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str Changes resistances: +12% blight / +5% arcane / +6% light Physical save: +8 (+1 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -50.00 life Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Isseroddayon' (2 def, 0 armour) cashmere cloak 'Isseroddayon' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% acid / +1% physical / +6% light / +7% fire / +7% cold / +3% nature / +7% lightning Mental save: +12 (+3 eff.) Blindness immunity: +10% Teleport immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozenfoe (0 def, 0 armour) Frozenfoe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% darkness / +11% blight / +9% cold / +11% mind / +9% all Changes resistances penetration: +5% cold Changes damage: +11% blight / +9% light Physical save: +11 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +38 (+10 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+6 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+1 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 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. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Malorain (5 def, 3 armour) Malorain (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Fatigue: +2% Changes stats: +3 Dex Changes resistances: +3% mind Stamina each turn: +0.40 Only die when reaching: -80.00 life Maximum stamina: +11.00 Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Alidir' (0 def, 4 armour) pair of dwarven-steel boots 'Alidir' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Wil / +12 Con Changes damage: +6% arcane Light radius: +3 Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gythra (0 def, 1 armour) Gythra (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +2.00 Stamina each turn: +0.60 Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +1.00 Maximum stamina: +11.00 Mindpower: +10 (+3 eff.) 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. |
radiant iron gauntlets (0 def, 1 armour) radiant iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 light Changes resistances: +6% light Changes damage: +4% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Betholralaith the hardened leather cap (0 def, 5 armour) Betholralaith the hardened leather cap (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +5 Fatigue: +3% Changes stats: +8 Str / +9 Wil Changes resistances: +11% physical / +10% mind / +6% fire Physical save: +8 (+1 eff.) Mental save: +24 (+6 eff.) Cut immunity: +20% Confusion immunity: +34% Stun/Freeze immunity: +10% Teleport immunity: +20% Light radius: +1 A cap made of leather. |
Shockparry (0 def, 5 armour) Shockparry (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% Damage when hit (Melee): 6 arcane Changes stats: +7 Str / +5 Dex / +5 Cun / +13 Con Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +5% lightning Changes damage: +9% arcane Physical save: +7 (+1 eff.) Mental save: +8 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
reinforced leather armour 'Darkstar' (12 def, 16 armour) reinforced leather armour 'Darkstar' (12 def, 16 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +12 (+5 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Damage when hit (Melee): 4 darkness Changes resistances: +22% temporal / +20% darkness / +15% fire / +24% light / +22% physical Changes resistances penetration: +10% darkness A suit of armour made of leather. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
403 alchemist agate 403 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 onyx 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Erudin' (dig speed 33 turns) dwarven-steel pickaxe 'Erudin' (dig speed 33 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +20 (+8 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +21% nature Changes resistances penetration: +5% acid Changes damage: +7% nature Physical save: +9 (+1 eff.) See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 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 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 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 12 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. |
Crystal Focus 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. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Shivercrack the iron torque of gale force [power 100] (15 cooldown) Shivercrack the iron torque of gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes damage: +9% mind / +6% cold Mindpower: +5 (+1 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 38. Torques are made by powerful psionics to store psionic powers. |
Chalador the Morningbutcher [power 122] (15 cooldown) Chalador the Morningbutcher [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +6% acid / +15% cold Changes resistances penetration: +10% light Only die when reaching: -80.00 life Maximum life: +60.00 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
2 quartz 2 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. |
9 ametrine 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. |
4 citrine 4 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. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By YogidaGhoul the Ghoul Adventurer level 31
15th Regrowth 123rd year of Ascendancy at 02:18 see stats
By YogidaGhoul the Ghoul Adventurer level 31
12nd Regrowth 123rd year of Ascendancy at 22:52 see stats
By YogidaGhoul the Ghoul Adventurer level 33
32nd Regrowth 123rd year of Ascendancy at 01:47 see stats
By YogidaGhoul the Ghoul Adventurer level 31
13rd Regrowth 123rd year of Ascendancy at 01:51 see stats
By YogidaGhoul the Ghoul Adventurer level 22
12nd Haze 122nd year of Ascendancy at 02:17 see stats
By YogidaGhoul the Ghoul Adventurer level 30
11st Regrowth 123rd year of Ascendancy at 22:59 see stats
By YogidaGhoul the Ghoul Adventurer level 10
25th Dusk 122nd year of Ascendancy at 04:36 see stats
By YogidaGhoul the Ghoul Adventurer level 20
2nd Haze 122nd year of Ascendancy at 23:00 see stats
By YogidaGhoul the Ghoul Adventurer level 30
9th Regrowth 123rd year of Ascendancy at 13:28 see stats
By YogidaGhoul the Ghoul Adventurer level 27
5th Decay 122nd year of Ascendancy at 12:12 see stats
By YogidaGhoul the Ghoul Adventurer level 34
32nd Regrowth 123rd year of Ascendancy at 04:13 see stats
By YogidaGhoul the Ghoul Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:33 see stats
By YogidaGhoul the Ghoul Adventurer level 6
1st Summertide 122nd year of Ascendancy at 03:43 see stats
By YogidaGhoul the Ghoul Adventurer level 6
9th Mirth 122nd year of Ascendancy at 01:49 see stats
By YogidaGhoul the Ghoul Adventurer level 26
43rd Haze 122nd year of Ascendancy at 18:08 see stats
By YogidaGhoul the Ghoul Adventurer level 21
8th Haze 122nd year of Ascendancy at 06:14 see stats
By YogidaGhoul the Ghoul Adventurer level 15
40th Dusk 122nd year of Ascendancy at 08:20 see stats
By YogidaGhoul the Ghoul Adventurer level 30
12nd Regrowth 123rd year of Ascendancy at 10:15 see stats
Log
You gain 1.15 gold from the transmogrification of acid wave rune (damage 38; dur 4; cd 21).
You gain 1.00 gold from the transmogrification of wild infusion (res 20%; mental; dur 2; cd 16).
You gain 1.00 gold from the transmogrification of wild infusion (res 19%; physical; dur 2; cd 10).
You gain 1.53 gold from the transmogrification of movement infusion (speed 711%; cd 8).
You gain 3.41 gold from the transmogrification of heroism infusion (die at -141; dur 7; cd 29).
You gain 0.69 gold from the transmogrification of healing infusion (heal 65; cd 14).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
You gain 0.02 gold from the transmogrification of brass lantern.
You gain 6.33 gold from the transmogrification of Uromachik the brass lantern.
There is a Entrance to a dark crypt here (press '' or right click to use).
Today is the 35th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
There is a Entrance to a dark crypt here (press '' or right click to use).
Today is the 36th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:38.
Today is the 37th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
Today is the 38th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 39th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.