













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Summoner |
| Level / Exp | 50 / 3310% |
| Size | medium |
| Lifes / Deaths | Killed by Belywyn the vampire lord at level 50 on the 2nd Haze 123rd year of Ascendancy at 06:28 / 2Killed by unknown at level 50 on the 68th Haze 123rd year of Ascendancy at 23:25 |
Primary Stats
| Strength | 156.12400033798 (base 64) |
| Dexterity | 54 (base 33) |
| Constitution | 38 (base 7) |
| Magic | 19 (base 8) |
| Willpower | 122.12400033798 (base 62) |
| Cunning | 147.43828846639 (base 61) |
Resources
| Life | 992/1375 |
| Stamina | 466/527 |
| Equilibrium | 72 |
| Healing Factor | 2.181923076923 |
| Regeneration | 15.60075 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29% |
| Spell | 0% |
| Global | +192.40028054099% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 52.103806124202 |
| See Invisible | 52.103806124202 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 186 |
| Accuracy | 63 |
| Crit Chance | 62% |
| APR | 85 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 192 |
| Accuracy | 63 |
| Crit Chance | 62% |
| APR | 85 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 48% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 82% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +47% |
| Physical | +23% |
| Cold | +22% |
| All | 0% |
| Lightning | +9% |
| Temporal | +18% |
| Mind | +8% |
| Fire | +41% |
| Nature | +33% |
Offense: Damage Penetration
| Acid | +70% |
| Arcane | +5% |
| Cold | +16% |
| All | 0% |
| Darkness | +10% |
| Light | +10% |
| Temporal | +33% |
| Fire | +75% |
| Physical | +16% |
Defense: Base
| Armour (hardiness) | 66.5 (100%) |
| Defense | 35 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 43 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 69%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 48%( 70%) |
| All | + 13%( 70%) |
| Mind | + 20%( 70%) |
| Lightning | + 59%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 33%( 70%) |
| Physical | + 24%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 0% |
| Teleport Resistance | 5% |
| Silence Resistance | 63% |
| Bleed Resistance | 10% |
| Pinning Resistance | 44% |
| Disarm Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 46% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1082% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 974 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 11 turns. While Heroism is active, you will only die when reaching -1108 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 13 turns. While Heroism is active, you will only die when reaching -1265 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
| talent | Elemental Harmony |
| beneficial effect | Increases your three highest stats by 25 and keeps you from dying even if your life drops to -1160. Heroism |
| detrimental effect | You have taken root becoming one with nature. Or at least the ground. Your health, armor, and armor hardiness are improved but you cannot move. You have taken root! |
| beneficial effect | Increases global action speed by 31%. Speed |
| beneficial effect | Increases global speed by 46%. Elemental Harmony |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by Beluravea the ghast. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost anorithil from death by fire drake. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Disengage (+1 level(s)). | done |
You failed to protect the lost tinker from death by Lisulenne the hornet swarm. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)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 Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | 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 been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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: 2321. | 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. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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. | completed |
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 within15 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Nimbustaint the pair of voratun boots (9 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Changes stats: +5 Mag / +6 Cun / +5 Con Changes resistances: +5% arcane / +6% lightning Physical save: +25 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +23 (+6 eff.) Cut immunity: +10% Silence immunity: +46% Confusion immunity: +50% Stun/Freeze immunity: +50% Only die when reaching: -60.00 life Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | hateful quiver of dragonbone arrows of gravity (22/22, 51-71.4 power, 18 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.0 - 71.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 10% chance to crush the target Damage (Ranged): +27 gravity / +35 darkness Damage against: +23% Living Arrows are used with bows to pierce your foes to death. |
| Light source | BrightprideCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +15% cold Changes resistances penetration: +25% fire Physical save: +30 (+7 eff.) Disease immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Betharianne (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +9 Cun / +18 Wil Changes resistances: +6% lightning / +5% temporal / +5% light / +6% fire / +6% nature / +18% acid / +4% blight / +6% cold / +6% darkness Changes resistances penetration: +25% acid Physical save: +15 (+3 eff.) Mental save: +27 (+7 eff.) Confusion immunity: -20% Fear immunity: -20% Equilibrium when hit: +0.12 Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 204 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Xerimira the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 mind Changes resistances: +8% mind Changes damage: +8% mind Grants telepathy: All Maximum psi: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Yvira the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +15 (+3 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +9% fire Physical save: +9 (+2 eff.) Stun/Freeze immunity: +10% Knockback immunity: +20% Maximum life: +30.00 Healing mod.: +30% Rings can have magical properties. |
| On fingers | stralite ring 'Belorach'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +1.0% Armour: +4 Defense: +14 (+6 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +9% blight / +30% fire Changes damage: +15% fire Disarm immunity: +39% Pinning immunity: +44% Knockback immunity: +32% Maximum life: +36.00 Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
| Around neck | Brightserpent the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 50% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 mind / 12 fire Changes stats: +9 Dex / +10 Cun / +10 Con Changes resistances: +9% temporal Changes resistances penetration: +33% temporal / +33% fire Changes damage: +18% temporal Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | living mindstar 'Deepsmonster' (15.5-17.05 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 15.5 - 17.1 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 15% chance to inflict 15% damage reduction Changes stats: +13 Cun Changes resistances: +6% darkness Changes resistances penetration: +7% acid / +6% physical / +10% darkness / +7% fire / +7% cold Changes damage: +12% acid / +11% fire / +8% physical / +7% cold Critical mult.: +19.00% Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +42 Life regen bonus (wilder-summons): +0.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | drakeskin leather belt 'Isima'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 20 acid Changes stats: +5 Cun / +5 Dex Changes resistances: +15% acid / +2% physical / +9% temporal Spell save: +15 (+5 eff.) Confusion immunity: +25% Stun/Freeze immunity: +15% Only die when reaching: -85.00 life Mental crit. chance: +15% A belt that goes around your waist. |
| In off hand | Flamespawner the living mindstar (17.5-19.25 power, 78 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This natural venom should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +8 acid Burst (radius 1) on hit: +4 fire When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +10% blight / +9% fire / +20% acid Changes resistances penetration: +38% acid / +10% physical / +10% fire / +5% arcane / +9% cold Changes damage: +35% acid / +15% physical / +15% fire / +10% nature / +15% cold Disease immunity: +24% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Galeblack the elven-silk cloak (3 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Changes stats: +4 Str / +3 Dex / +4 Wil / +8 Cun / +5 Con Changes damage: +9% lightning Physical save: +25 (+6 eff.) Confusion immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +5% Teleport immunity: +5% Only die when reaching: -80.00 life Maximum life: +107.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Dazzleravage (5 def, 19 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +5 (+3 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 nature Changes resistances: +12% acid / +11% physical / +3% blight / +13% fire / +19% cold / +41% lightning Changes resistances penetration: +10% light Changes damage: +3% nature Life regen: +3.40 Maximum life: +100.00 Light radius: +3 Healing mod.: +21% A suit of armour made of mail. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 117.75 physical damage and 254.65 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 14%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 431)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 431 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 36%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 195 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 195 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (638.50 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 753.43 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
BethimivenaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Cun Changes resistances: +39% temporal / +5% arcane / +9% darkness Changes resistances penetration: +5% mind Mental save: +6 (+2 eff.) Disease immunity: +5% Pinning immunity: +65% Knockback immunity: +65% Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Layitha the StarwritherCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +12% light / +12% fire Changes resistances penetration: +15% fire Changes damage: +15% light / +15% fire Talent masteries: +0.40 Cunning / Survival +0.40 Wild-gift / Mindstar mastery Light radius: +2 Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
ZubanorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +8 Changes resistances: +26% lightning / +6% cold / +20% darkness / +6% fire Mental save: +9 (+2 eff.) Stun/Freeze immunity: +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. |
Zubyvena the voratun amuletCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +18 Fatigue: -20% Changes stats: +10 Dex / +10 Cun / +10 Con Changes resistances: +9% blight / +15% fire / +12% cold Critical mult.: +20.00% Spell save: +6 (+2 eff.) Life regen: +5.20 Stamina each turn: +0.90 Only die when reaching: -94.00 life Movement speed: +10% Amulets can have magical properties. |
cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +10% blight Poison immunity: +20% Disease immunity: +20% Amulets can have magical properties. |
grounding steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
grounding steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +13% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
steel amulet 'Glintbiter'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +10% light Talent masteries: +0.22 Wild-gift / Call of the wild +0.22 Technique / Combat training Physical save: +18 (+4 eff.) Mental save: +30 (+8 eff.) Disarm immunity: +10% Stun/Freeze immunity: +25% Only die when reaching: -80.00 life Amulets can have magical properties. |
voratun amulet 'Cloudcrack'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 47% chance to inflict 15% damage reduction * 26% chance to disease Changes resistances penetration: +5% lightning Changes damage: +12% lightning / +10% physical Talent mastery: +0.40 Wild-gift / Call of the wild Combat speed: +10% Amulets can have magical properties. |
voratun amulet 'Splendourlore'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Changes damage: +9% light Spell save: +15 (+5 eff.) Blindness immunity: +25% Cut immunity: +80% Confusion immunity: +20% Stun/Freeze immunity: +30% Light radius: +3 Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 453 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
BlacktyphoonInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Defense: +14 (+6 eff.) Effects on melee hit: * 10 arcane resource burn * 30% chance to inflict 15% damage reduction Changes resistances: +9% lightning / +3% light / +3% darkness Changes damage: +6% darkness Mental save: +11 (+3 eff.) Confusion immunity: +50% Life regen: +1.70 Maximum life: +84.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 1.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 129% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
BrightmaimPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun Changes resistances: +36% light Changes damage: +9% mind / +9% temporal / +18% light / +6% fire Critical mult.: +25.00% Maximum hate: +6.00 Rings can have magical properties. |
Galeusher the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +6% lightning Changes resistances penetration: +10% darkness Changes damage: +3% lightning Spell save: +11 (+4 eff.) Blindness immunity: +20% Maximum stamina: +14.00 Infravision radius: +3 See stealth: +7 See invisible: +6 Rings can have magical properties. |
SmearsagePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +15 Mag / +10 Wil / +10 Cun / +5 Con Changes resistances: +6% nature Changes damage: +12% mind Spell save: +20 (+7 eff.) Maximum stamina: +33.00 Spellpower: +23 (+12 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +1% Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+6 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 77.94 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Superpower Physical save: -30 (-8 eff.) Spell save: -30 (-13 eff.) Mental save: -30 (-7 eff.) You have set the ring to grant you Superpower! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +6% all Life regen: +1.40 Maximum life: +65.00 Spellpower: +14 (+8 eff.) Mindpower: +15 (+3 eff.) Healing mod.: +26% Rings can have magical properties. |
psionicist's voratun ring of frost (+36%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +36% cold Changes damage: +18% cold Mental save: +6 (+2 eff.) Rings can have magical properties. |
voratun ring 'Starspire'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+8 eff.) Damage when hit (Melee): 4 arcane Changes stats: +10 Cun Changes resistances: +14% blight / +14% nature / +6% light Changes resistances penetration: +15% arcane / +10% mind Changes damage: +6% light / +3% mind Poison immunity: +26% Disease immunity: +24% Disarm immunity: +50% Pinning immunity: +46% Knockback immunity: +44% Maximum life: +43.00 Light radius: +3 Rings can have magical properties. |
voratun ring 'Uruntir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +8 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Str Changes resistances: +6% physical Changes resistances penetration: +25% blight / +15% physical Disarm immunity: +47% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +45.00 Rings can have magical properties. |
warrior's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +20% Life regen: +1.30 Rings can have magical properties. |
warrior's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str Stun/Freeze immunity: +39% Life regen: +3.40 Rings can have magical properties. |
wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+7 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 7.53 acid and 5.12 blight damage. If not cleared after five turns it will inflict 29.10 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level.voratun dagger of the leech (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 15% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 16 nature slow Sharp, short and deadly. |
Dream Malleus (56-84 power, 5 apr)Requires: - Willpower 25 - Strength 25 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom * 25% chance for lightning to arc to a second target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +7 lightning / +19 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes damage: +10% physical / +10% mind / +18% light Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Hammer Toss +3 Dream Smith's Hammer Psi each turn: +0.10 Mindpower: +15 (+3 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-7 eff.) Mindpower: +9 (+2 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+6 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 15 power out of 25/25) : Effective talent level: 2.4 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (351 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 15 power out of 30/30) : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 40.19 mind damage, 52.47 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 3.56 mind and 4.65 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 10 power out of 16/16) : Effective talent level: 5.2 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 24 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. This object's appearance was changed to Seeds of the Black Tree. |
Lisaseba the Lustretorrent (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +8 Cun Changes resistances: +8% mind / +6% darkness Changes resistances penetration: +6% mind / +5% light Changes damage: +9% acid / +6% mind / +3% light Critical mult.: +22.00% Spell save: +6 (+2 eff.) Equilibrium when hit: +2.50 Psi when hit: +1.90 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +16% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% cold / +20% fire Changes resistances penetration: +12% cold / +12% fire Changes damage: +20% cold / +20% fire Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+4 eff.) Psi each turn: +1.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
harmonious living mindstar (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% nature Changes resistances penetration: +10% nature Changes damage: +6% nature Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Arcstreak' (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +11.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +16 physical Burst (radius 1) on hit: +16 lightning When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Con Physical save: +15 (+3 eff.) Life regen: +1.80 Maximum life: +76.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Bleaklady' (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 arcane Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +16 darkness When wielded/worn: Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes damage: +9% darkness / +6% arcane / +20% mind Hate when firing a critical mind attack: +6.00 Maximum hate: +21.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +11% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 Life leech chance: +25% Life leech: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Flamebreaker' (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +12 acid / +8 mind Burst (radius 1) on hit: +12 fire When wielded/worn: Effects on melee hit: * 31% chance to corrode armour by 30% Changes resistances: +9% blight / +12% acid Changes resistances penetration: +15% mind / +26% fire Changes damage: +10% nature / +9% fire Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
parasitic living mindstar (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +16% Life leech: +22% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
summoner's living mindstar of the jelly (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +3% acid Equilibrium when hit: +1.60 Mindpower: +17 (+4 eff.) Mental crit. chance: +9% Max wilder summons: +0 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+24 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 120 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+21 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff 'Burnstalker' (30-36 power, 6 apr, arcane 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: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances penetration: +30% fire Changes damage: +30% arcane / +12% nature Grants telepathy: Demon/Minor Demon/Major All Talent granted: +1 Command Staff Mental save: +12 (+3 eff.) Equilibrium when hit: +0.24 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +25 (+13 eff.) Spell crit. chance: +5% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% It can be used to conjure elemental energy in a radius 10 cone, dealing 41.23 to 49.48 arcane damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Aladedan the BoltreamInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +4 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Str / +5 Dex / +4 Wil / +4 Cun Changes resistances penetration: +15% lightning Physical save: +22 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+3 eff.) Healing mod.: +40% A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 3.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
HellspainInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +18% fire Changes resistances penetration: +25% fire Changes damage: +6% lightning / +21% fire Maximum life: +54.00 A belt that goes around your waist. |
Neroth the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% blight / +6% cold Physical save: +6 (+1 eff.) Only die when reaching: -60.00 life Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
VenomorderInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to corrode armour by 30% Damage when hit (Melee): 12 nature Changes resistances: +9% mind Changes resistances penetration: +25% nature Changes damage: +18% acid / +15% mind / +18% nature Physical save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.cleansing drakeskin leather belt of life Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +15% acid / +15% blight Life regen: +3.30 Healing mod.: +25% A belt that goes around your waist. |
drakeskin leather belt 'Kheluhir'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Dex / +5 Wil / +14 Cun / +10 Lck Reduces incoming crit damage: 18.00% Trap disarming bonus: +24 Stealth bonus: +15 Only die when reaching: -80.00 life Maximum life: +50.00 Infravision radius: +6 Healing mod.: +15% A belt that goes around your waist. |
drakeskin leather belt 'Obsidianfear'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +6 Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Con Physical save: +30 (+7 eff.) Mental save: +11 (+3 eff.) Life regen: +0.80 Only die when reaching: -80.00 life Maximum life: +60.00 Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
Beliruidil (1 def, 10 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +10 Defense: +1 (+1 eff.) Changes stats: +3 Cun / +3 Wil Physical save: +6 (+1 eff.) Mental save: +30 (+8 eff.) Blindness immunity: +10% Only die when reaching: -80.00 life Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to ???. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 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 17 power out of 28/28) : Effective talent level: 2.0 Power cost: 17 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 44.14 arcane damage in radius 2, and will each trigger at one turn intervals. 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. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 161.04 cold damage and condensing the air into freezing vapors that deal 53.68 cold damage (based on Magic) each turn for 10 turns, costing 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Umbraquencher of the Blightspawn (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +9 Str / +8 Dex / -8 Wil / +8 Con Changes resistances: +9% acid / +8% fire / +9% cold / +9% lightning Changes resistances penetration: +5% acid / +25% temporal Changes damage: +12% temporal Physical save: +10 (+2 eff.) Maximum life: +105.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+8 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
This item will automatically be transmogrified when you leave the level.dreamer's elven-silk robe of light (+30%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +30% darkness / +30% light / +30% mind Changes damage: +20% light Physical save: +16 (+4 eff.) Spell save: +16 (+6 eff.) Mental save: +40 (+10 eff.) 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. |
This item will automatically be transmogrified when you leave the level.focusing elven-silk robe of frost (+30%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +8 Wil / +8 Mag Changes resistances: +30% cold Changes damage: +20% cold Mana each turn: +0.40 Psi each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lightswift (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 arcane Changes stats: +4 Mag / +9 Wil / +10 Con Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +19% physical Spell save: +7 (+3 eff.) Lowers spell cool-downs by: 10% Mindpower: +11 (+3 eff.) Light radius: +3 It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.blightbringer's pair of drakeskin leather boots of phasing (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Wil / +14 Mag Changes damage: +10% acid / +10% blight Disease immunity: +50% Spellpower: +10 (+6 eff.) It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 15 turns. A pair of boots made of leather. |
pair of dwarven-steel boots 'Falidor' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 16 arcane Changes stats: +4 Cun Changes resistances: +5% arcane Changes damage: +18% mind Critical mult.: +15.00% Silence immunity: +36% Confusion immunity: +38% Stun/Freeze immunity: +37% Mindpower: +14 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Steam Powered Boots. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Elamira the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes resistances: +6% acid / +6% cold / +5% arcane Changes damage: +4% acid Mental save: +3 (+1 eff.) Silence immunity: +10% Pinning immunity: +5% Stun/Freeze immunity: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Layeyavena (6 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 6 physical Changes resistances: +12% acid Changes damage: +4% physical Physical save: +30 (+7 eff.) Poison immunity: +10% Knockback immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Murkstreak of the Blightspawn (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +16.0% Armour: +3 Fatigue: -2% Damage (Melee): 13 lightning Changes stats: -2 Mag / +9 Wil Changes resistances: +9% lightning Changes damage: +8% lightning / +6% temporal Critical mult.: +15.00% Physical save: +9 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +50% Spell crit. chance: +14% Mental crit. chance: +19% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scorchqueen the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +6% cold / +5% arcane / +21% fire Changes damage: +4% cold Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Blindness immunity: +10% Cut immunity: +10% Pinning immunity: +15% Only die when reaching: -80.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 177.00 arcane damage and stunned), costing 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Ziruistir (9 def, 15 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +11% Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +11 Con Changes resistances: +21% lightning / +9% physical / +9% mind Spell save: +30 (+10 eff.) Mental save: +6 (+2 eff.) Silence immunity: +20% Confusion immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to ???. |
Zubena (0 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +5 Mag / +9 Con Changes resistances: +9% darkness Changes damage: +8% arcane Spell save: +30 (+10 eff.) Disease immunity: +15% Confusion immunity: +15% Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Gunyfang' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +14.0% Armour: +3 Damage (Melee): 14 temporal Damage (Ranged): 20 temporal Effects when hit in melee: * 32% chance to inflict 15% damage reduction * 37% chance to disease Changes stats: +5 Cun Changes resistances: +10% darkness / +10% temporal Changes damage: +9% temporal Critical mult.: +13.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +4 (+3 eff.) Spell crit. chance: +22% Mental crit. chance: +19% Infravision radius: +4 Damage Shield penetration: +20% It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betheta the cashmere wizard hat (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +5 (+3 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 16 physical Changes stats: +2 Dex Changes resistances: +3% nature / +21% cold Changes resistances penetration: +15% physical Changes damage: +14% cold Poison immunity: +20% Only die when reaching: -80.00 life Maximum life: +20.00 A pointy cloth hat, very wizardly... This object's appearance was changed to ???. |
Ce'Nada the hardened leather cap (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +15 Str / +7 Dex / +4 Wil / +4 Cun Changes resistances: +5% arcane Changes resistances penetration: +25% arcane / +25% mind Mindpower: +5 (+1 eff.) A cap made of leather. |
Crown of Burning Pain (11 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+5 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 39.53 fire and 34.48 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Glareire the elven-silk wizard hat (3 def, 6 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Changes stats: +2 Str / +2 Dex / +5 Mag / +6 Con Changes resistances: +20% physical / +20% darkness / +6% light Changes damage: +20% darkness / +11% physical Grants telepathy: Dragon Life regen: +4.70 Equilibrium when hit: +0.04 Maximum hate: +15.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +2 Damage Shield Power: +15% It can be used to activate talent Stone Wall, placing all other charms into a 48 cooldown : Effective talent level: 1.0 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 56.73 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+7 eff.) Mindpower: +12 (+3 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 60 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Saledhemina the Growthglory (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 20% chance to disease Damage when hit (Melee): 8 nature Changes resistances: +30% light / +6% mind Changes damage: +15% blight / +20% light / +6% nature Life regen: +5.10 Psi each turn: +0.27 Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Damage Shield Power: +9% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Xulaith the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +6 Wil / +10 Con Changes resistances: +12% darkness Light radius: +3 Infravision radius: +3 A cap made of leather. |
Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
This item will automatically be transmogrified when you leave the level.thaloren voratun helm of constitution (+10) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +15% blight Mental save: +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
radiant voratun mail armour of thunder (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +20 (+4 eff.) Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 8 light Changes stats: +5 Str / +8 Mag / +10 Wil Changes resistances: +16% lightning / +30% darkness / +26% blight Spellpower: +17 (+9 eff.) Spell crit. chance: +8% Mindpower: +19 (+4 eff.) Mental crit. chance: +7% Light radius: +2 A suit of armour made of mail. |
voratun mail armour 'Glintqueller' (14 def, 16 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +19 (+4 eff.) Armour: +16 Defense: +14 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +16% Damage (Melee): 16 acid / 14 fire Damage when hit (Melee): 11 acid / 12 fire / 8 light Changes stats: +4 Str / +3 Mag / +3 Wil Changes resistances: +14% lightning / +46% fire / +17% acid Changes resistances penetration: +10% temporal Spell save: +10 (+4 eff.) Spellpower: +14 (+8 eff.) Spell crit. chance: +9% Mindpower: +20 (+4 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+7 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+8 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 8 power out of 16/16) : Effective talent level: 4.0 Power cost: 8 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 97.14 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
drakeskin leather armour 'Shimmerwilter' (12 def, 17 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +12 (+6 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Dex Changes resistances: +18% blight / +28% cold / +3% light / +2% physical Changes resistances penetration: +15% lightning Reduces incoming crit damage: 5.00% Poison immunity: +5% Life regen: +3.80 Maximum life: +98.00 Healing mod.: +28% A suit of armour made of leather. |
Bethelevea the Windbane (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+5 eff.) Fatigue: +26% Damage when hit (Melee): 12 mind Changes resistances: +10% physical Changes damage: +15% nature Grants telepathy: All Physical save: +25 (+6 eff.) Mental save: +3 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
Deepsbait of the Blightspawn (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+5 eff.) Fatigue: +26% Effects when hit in melee: * 40% chance to disease * 23% chance to inflict 15% damage reduction Damage when hit (Melee): 18 physical Changes stats: +10 Str / +2 Wil / +10 Con Changes resistances: +30% acid / +29% physical / +24% cold / +27% fire / +22% lightning Changes damage: +3% blight / +12% lightning Talent cooldown: Rush (-10 turns) Disarm immunity: +65% Stun/Freeze immunity: +70% Knockback immunity: +76% Spellpower: +8 (+5 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% A suit of armour made of metal plates. |
Monolith Armour (40 def, 50 armour)Requires: - Constitution 150 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+15 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+8 eff.) Spell save: +35 (+12 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+13 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+10 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 15 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +35 Defense: +25 (+10 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+3 eff.) Spell save: +25 (+9 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Umbraclash the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Changes resistances: +22% cold Changes resistances penetration: +20% darkness / +5% mind Grants telepathy: All Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +50 A suit of armour made of metal plates. |
Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+7 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! |
quiver of dragonbone arrows 'Blazestreak' (24/24, 70-98 power, 23 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +29.0% Capacity: 24 On weapon hit: * 40% chance to daze at end of turn * 20 arcane resource burn * Slows global speed by 40% On weapon crit: * wounds the target for 7 turns: 19 bleeding, 66% reduced healing * cripple the target Travel speed: +200% Damage (Ranged): +12 lightning / +15 bleed Arrows are used with bows to pierce your foes to death. |
6 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. |
1943 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 148.26 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Searjustice (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Damage when hit (Melee): 20 mind Changes stats: +9 Str / +5 Wil Changes resistances: +12% mind Changes resistances penetration: +25% mind / +20% fire Changes damage: +12% mind / +12% fire Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of quickening (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
IvuttaInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Con / +2 Wil Changes resistances: +13% blight Changes damage: +15% arcane Physical save: +14 (+3 eff.) Spell save: +39 (+13 eff.) Mental save: +12 (+3 eff.) Life regen: +6.50 Mindpower: +11 (+3 eff.) Mental crit. chance: +10% Light radius: +4 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
KindleblowPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease * 15% chance to blind Damage when hit (Melee): 4 blight Changes resistances: +9% blight / +21% darkness / +3% light Changes resistances penetration: +10% blight Changes damage: +24% light Damage affinity(heal): +10% light Mental save: +11 (+3 eff.) Light radius: +9 See stealth: +16 See invisible: +16 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 14.97 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scorpionbraid the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +15% acid / +15% nature Changes damage: +9% nature Physical save: +30 (+7 eff.) Mental save: +39 (+10 eff.) Confusion immunity: +25% Light radius: +3 See stealth: +17 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Mardoneg'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% blight / +6% darkness / +5% arcane Changes resistances penetration: +25% arcane Mental save: +6 (+2 eff.) Spellpower: +4 (+3 eff.) Spell crit. chance: +3% Light radius: +6 Infravision radius: +3 See stealth: +10 See invisible: +16 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 20 blight damage or heals 31 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level.dwarven lantern of clarity Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +11 (+3 eff.) Light radius: +4 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level.dwarven lantern of corpselight Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% blight / +15% darkness Spellpower: +6 (+4 eff.) Spell crit. chance: +6% Light radius: +4 Infravision radius: +6 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 24 blight damage or heals 35 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +12% all Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% 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), costing 12 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. |
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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
59 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
14 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Crackleblood the voratun torque of clear mind [power 4] (19/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Wil Changes resistances: +12% lightning Changes damage: +12% blight Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Spell save: +30 (+10 eff.) Mana when firing critical spell: +3.00 Spellpower: +10 (+6 eff.) It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Gleamknight the dwarven-steel torque of charged psionic shield [power 91] (19/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +20% light Changes resistances penetration: +15% acid / +10% light Changes damage: +9% acid Light radius: +2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 91 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
Gloryvea [power 51] (19/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes damage: +9% temporal Talent granted: +4 Telekinetic Blast Disarm immunity: +10% Stun/Freeze immunity: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to teleport randomly (rad 51), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of clear mind [power 3] (19/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of kinetic psionic shield [power 93] (19/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
quiet steel torque of kinetic psionic shield [power 47] (19/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +1 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of charged psionic shield [power 205] (19/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 205 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of kinetic psionic shield [power 227] (19/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 227 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of thermal psionic shield [power 205] (19/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 205 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
Emeledatha [power 220] (19/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Cun Changes resistances: +3% blight Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +4 Lay Web +4 Rushing Claws Critical mult.: +10.00% Maximum psi: +30.00 Heals friendly targets nearby when you use a nature summon: +50 It can be used to heal a target within range 10 (based on Willpower) for 220, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Stokewend the elven-wood totem of cure ailments [power 3] (19/6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 fire / 20 physical Changes stats: +7 Dex Changes resistances penetration: +20% physical Changes damage: +9% fire Talent cooldown: Lay Web (-1 turn) Talent granted: +5 Lay Web Maximum life: +50.00 It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
quick yew totem of cure ailments [power 2] (19/5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
Olerach the Bilewolf [power 361] (19/6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% blight / +5% arcane Maximum wards: +4 lightning / +3 temporal / +3 blight / +4 fire / +4 cold Changes damage: +6% nature Talents cooldown: Strike (-1 turn) Volcano (-2 turns) Talents granted: +4 Strike +4 Volcano +1 Ward Reduces incoming crit damage: 15.00% Spell save: +12 (+4 eff.) It can be used to fire a bolt of a random element with (base) damage 180 to 361, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Zanuvor the yew wand of conjuration [power 295] (19/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +5% arcane Talent cooldown: Strike (-1 turn) Talent granted: +4 Strike Spell save: +30 (+10 eff.) Stun/Freeze immunity: +30% Knockback immunity: +30% It can be used to fire a bolt of a random element with (base) damage 148 to 295, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In the aftermath of the battle the Way tried to force you to act as a vessel to bring the Way to every sentient being.
Through an incredible display of willpower you resisted long enough to ask Aeryn to kill you.
She sadly agreed and ran her sword through you, enabling you to do the last sacrifice you could for the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Эротика the Yeek Summoner level 42
39th Pyre 123rd year of Ascendancy at 10:30 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Эротика the Yeek Summoner level 41
37th Pyre 123rd year of Ascendancy at 13:28 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Эротика the Yeek Summoner level 50
31st Haze 123rd year of Ascendancy at 16:08 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Эротика the Yeek Summoner level 48
5th Mirth 123rd year of Ascendancy at 02:26 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Эротика the Yeek Summoner level 23
58th Haze 122nd year of Ascendancy at 21:37 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Эротика the Yeek Summoner level 46
72nd Pyre 123rd year of Ascendancy at 10:21 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Эротика the Yeek Summoner level 10
10th Mirth 122nd year of Ascendancy at 01:10 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Эротика the Yeek Summoner level 50
14th Dusk 123rd year of Ascendancy at 04:26 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Эротика the Yeek Summoner level 47
1st Mirth 123rd year of Ascendancy at 22:31 see stats
Deus Ex Machina (Insane (Roguelike) difficulty)
Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.By Эротика the Yeek Summoner level 50
44th Dusk 123rd year of Ascendancy at 17:12 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Эротика the Yeek Summoner level 37
12nd Pyre 123rd year of Ascendancy at 10:08 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Эротика the Yeek Summoner level 50
30th Haze 123rd year of Ascendancy at 00:00 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Эротика the Yeek Summoner level 25
67th Haze 122nd year of Ascendancy at 12:35 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Эротика the Yeek Summoner level 32
21st Regrowth 123rd year of Ascendancy at 12:21 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Эротика the Yeek Summoner level 50
59th Haze 123rd year of Ascendancy at 12:47 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Эротика the Yeek Summoner level 26
70th Haze 122nd year of Ascendancy at 01:06 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Эротика the Yeek Summoner level 31
8th Regrowth 123rd year of Ascendancy at 21:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Эротика the Yeek Summoner level 10
10th Mirth 122nd year of Ascendancy at 01:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Эротика the Yeek Summoner level 20
55th Dusk 122nd year of Ascendancy at 18:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Эротика the Yeek Summoner level 30
2nd Regrowth 123rd year of Ascendancy at 05:08 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Эротика the Yeek Summoner level 40
33rd Pyre 123rd year of Ascendancy at 17:16 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Эротика the Yeek Summoner level 50
2nd Flare 123rd year of Ascendancy at 23:19 see stats
No Way! (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal and letting yourself be killed by Aeryn to prevent the Way to enslave every sentient being on Eyal.By Эротика the Yeek Summoner level 50
68th Haze 123rd year of Ascendancy at 23:03 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Эротика the Yeek Summoner level 50
56th Haze 123rd year of Ascendancy at 23:45 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Эротика the Yeek Summoner level 20
23rd Haze 122nd year of Ascendancy at 05:06 see stats
Portal destroyer (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed one invocation portal.By Эротика the Yeek Summoner level 50
68th Haze 123rd year of Ascendancy at 23:02 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Эротика the Yeek Summoner level 50
16th Dusk 123rd year of Ascendancy at 11:49 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Эротика the Yeek Summoner level 28
10th Decay 122nd year of Ascendancy at 16:05 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Эротика the Yeek Summoner level 33
37th Regrowth 123rd year of Ascendancy at 13:37 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Эротика the Yeek Summoner level 18
35th Dusk 122nd year of Ascendancy at 23:07 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Эротика the Yeek Summoner level 47
2nd Mirth 123rd year of Ascendancy at 01:04 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Эротика the Yeek Summoner level 18
34th Dusk 122nd year of Ascendancy at 06:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Эротика the Yeek Summoner level 13
5th Dusk 122nd year of Ascendancy at 02:56 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Эротика the Yeek Summoner level 50
68th Haze 123rd year of Ascendancy at 23:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Эротика the Yeek Summoner level 10
8th Flare 122nd year of Ascendancy at 20:50 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Эротика the Yeek Summoner level 50
37th Dusk 123rd year of Ascendancy at 08:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Эротика the Yeek Summoner level 27
7th Decay 122nd year of Ascendancy at 16:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Эротика the Yeek Summoner level 18
38th Dusk 122nd year of Ascendancy at 06:08 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Эротика the Yeek Summoner level 50
2nd Haze 123rd year of Ascendancy at 06:28 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Эротика the Yeek Summoner level 40
36th Pyre 123rd year of Ascendancy at 13:12 see stats
Log
Rimebark (wild summon)'s mind surges with critical power!
Rimebark (wild summon) is invigorated by the attack!
Fire wyrm damages himself through Martyrdom!
Fire wyrm's devouring flames area effect hits High Sun Paladin Aeryn for 37 fire damage.
Fire wyrm's devouring flames area effect hits Turtle for 64 fire damage.
Fire wyrm's devouring flames area effect hits rimebark (wild summon) for 11 fire damage.
Rimebark (wild summon) is invigorated by the attack!
Fire wyrm damages himself through Martyrdom!
Fire wyrm's devouring flames area effect hits High Sun Paladin Aeryn for 37 fire damage.
Fire wyrm's devouring flames area effect hits Turtle for 64 fire damage.
Fire wyrm's devouring flames area effect hits rimebark (wild summon) for 11 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Rimebark (wild summon)'s mind surges with critical power!
Rimebark (wild summon) is invigorated by the attack!
Fire wyrm damages himself through Martyrdom!
Fire wyrm's devouring flames area effect hits High Sun Paladin Aeryn for 37 fire damage.
Fire wyrm's devouring flames area effect hits rimebark (wild summon) for 26 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Rimebark (wild summon)'s mind surges with critical power!
Rimebark (wild summon) is invigorated by the attack!
Fire wyrm damages himself through Martyrdom!
Fire wyrm's devouring flames area effect hits High Sun Paladin Aeryn for 37 fire damage.
Fire wyrm's devouring flames area effect hits rimebark (wild summon) for 11 fire damage.
Your summoned rimebark (wild summon) disappears.
Character control switched to Эротика.
Saving game...
























































































































































































