











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Male |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 44 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Polokira the ancient elven mummy at level 44 on the 31st Regrowth 124th year of Ascendancy at 09:29 / 1 |
Primary Stats
| Strength | 26 (base 12) |
| Dexterity | 28 (base 15) |
| Constitution | 63 (base 59) |
| Magic | 102 (base 64) |
| Willpower | 25 (base 7) |
| Cunning | 64 (base 52) |
Resources
| Life | -26/1010 |
| Positive | 35/144 |
| Negative | 16/139 |
| Vim | 272/272 |
| Healing Factor | 1.5412017167381 |
| Regeneration | 3.4677038626608 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | 0% |
| Global | +148.2842869608% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 30 |
| Crit Chance | 39% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 29 |
| Crit Chance | 39% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 85% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +26% |
| Light | +103% |
| Mind | +31% |
| Darkness | +81% |
| Arcane | +8% |
| Fire | +14% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +17% |
| Lightning | +15% |
| Darkness | +45% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 71.5 (92.629139072848%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 2 |
| Physical Save | 52 |
| Spell Save | 69 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 59%( 70%) |
| All | + 28%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 70%( 70%) |
| Physical | + 29%( 70%) |
| Fire | + 70%( 70%) |
| Lightning | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 98% |
| Silence Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 610 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 756% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| 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 and physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 599 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Circles | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Celestial / Glyphs | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hymn Nocturnalist |
| talent | Hymn of Perseverance |
| talent | Corona |
| talent | Glyphs |
| talent | Chant of Resistance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Ethereal Form bonuses reduced by 15% Ethereal Form |
| beneficial effect | The target's spellpower has been increased by 9. Spellsurge |
| beneficial effect | The target is protected from silence effects. Sanctity |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target's light, darkness, and fire resistance has been increased by 39%. Solar Infusion |
| beneficial effect | Light damage has been increased by 52% to +103%. Sunburst |
| beneficial effect | Increases global action speed by 48%. Speed |
| beneficial effect | Projectiles aimed at the target are slowed by 187%. Warding |
| beneficial effect | Residual power from the surge is emanating from the circles. Circle SurgeShifting Shadows: +1 negative. Sanctity: +1 postive. Warding: +0.5 postive and negative. |
| beneficial effect | The target's defense is increased by 57. Shifting Shadows |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. | active |
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 injured seer from death by Aerimira the faeros. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by Alectus. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by skeleton master archer. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Ivolle the orc archer. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You abandoned repented thief to death. Escort: repented thief (level 2 of Heart of the Gloom) | failed |
You failed to protect the temporal explorer from death by Alectus. Escort: temporal explorer (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1077. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vampire lord fang. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed black mamba head. * You've found the needed faerlhing fang. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 | Chamikan the Dourwolf (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +6 Mag Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Silence immunity: +22% Confusion immunity: +28% Stun/Freeze immunity: +28% Lowers spell cool-downs by: 10% Light radius: +3 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Blindness immunity: +23% Confusion immunity: +11% Light radius: +6 See stealth: +7 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Mikhad the Sparkpiety (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +2 Cun Changes resistances: +9% light Changes damage: +6% lightning Critical mult.: +20.00% Blindness immunity: +20% Maximum psi: +50.00 Infravision radius: +3 Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Morningprophet the dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Damage when hit (Melee): 10 light Changes stats: +2 Str / +3 Dex Changes resistances: +1% physical / +6% fire Changes damage: +15% light Stun/Freeze immunity: +20% Maximum hate: +4.00 Light radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | ZubeserakiraCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +8 Changes stats: +4 Str / +9 Dex / +6 Cun Changes resistances: +5% arcane / +6% fire Changes damage: +6% physical Stun/Freeze immunity: +22% Life regen: +2.00 Only die when reaching: -20.00 life Rings can have magical properties. |
| On fingers | XuriatiraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +6 Str Changes resistances: +15% acid / +12% fire / +6% light / +12% cold Mental save: +9 (+3 eff.) Confusion immunity: +24% Maximum life: +60.00 Rings can have magical properties. |
| Around neck | BlindripperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% light / +26% darkness Changes damage: +18% mind / +15% darkness Blindness immunity: +36% Equilibrium when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +5% Amulets can have magical properties. |
| In main hand | dragonbone starstaff 'Shockenvy' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +1 Physical crit. chance: +8.0% Physical power: +11 (+5 eff.) Armour: +8 Armour Hardiness: +7% Defense: +5 (+2 eff.) Damage when hit (Melee): 2 physical Changes stats: +4 Str / +4 Con Changes resistances penetration: +5% lightning Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Physical save: +9 (+3 eff.) Spellpower: +23 (+5 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | insulating hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +7% fire / +9% cold Spell crit. chance: +4% A belt that goes around your waist. |
| In off hand | Darkmight the pulsing mindstar (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (radius 2) on crit: +8 mind When wielded/worn: Damage (Melee): 12 mind / 13 darkness Changes resistances: +15% blight Changes resistances penetration: +25% darkness Changes damage: +8% mind / +9% darkness Talent granted: +1 Attune Mindstar Critical mult.: +20.00% Mindpower: +18 (+6 eff.) Mental crit. chance: +4% 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 | spellcowled cashmere cloak of conjuring (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +3 Wil Changes resistances penetration: +7% arcane Changes damage: +8% arcane Critical mult.: +17.00% Spell save: +10 (+2 eff.) Maximum mana: +110.00 Spellpower: +4 (+1 eff.) Spell 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. |
| Main armor | stargazer's silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil / +3 Cun Changes resistances: +13% all Changes damage: +23% light / +13% darkness Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +18 (+4 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 487; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Blizzardkin the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Wil Changes resistances penetration: +15% mind / +10% cold Changes damage: +6% arcane Life regen: +2.00 Hate when firing a critical mind attack: +5.00 Mindpower: +30 (+10 eff.) 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 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
CoaldashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+9 eff.) Physical power: +10 (+5 eff.) Defense: +15 (+4 eff.) Changes stats: +8 Dex Changes resistances: +15% nature / +9% darkness Changes resistances penetration: +10% darkness Maximum stamina: +30.00 Amulets can have magical properties. |
Glimmerraven the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +8 Str / +8 Dex / +8 Wil Changes resistances penetration: +5% acid / +25% light / +15% nature Changes damage: +24% nature Light radius: +3 Amulets can have magical properties. |
Nimbusdream the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+5 eff.) Changes stats: +2 Dex / +5 Con Changes resistances: +12% lightning / +25% fire / +30% cold Changes resistances penetration: +20% lightning Physical save: +9 (+3 eff.) Maximum stamina: +20.00 Amulets can have magical properties. |
Siluvena the SparkbrandCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 23% chance to reduce all saves and defense by 26 Damage when hit (Melee): 6 lightning / 8 darkness Changes resistances: +9% lightning / +15% mind / +18% light Changes resistances penetration: +15% light Changes damage: +34% lightning Physical save: +22 (+7 eff.) Spell save: +22 (+5 eff.) Mental save: +18 (+6 eff.) Amulets can have magical properties. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (172). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
copper amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes damage: +6% blight / +5% fire Critical mult.: +11.00% Spellpower: +5 (+1 eff.) Amulets can have magical properties. |
gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
grounding gold amulet of perfection (0.18 Celestial / Chants,0.18 Celestial / Circles)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% lightning Talent masteries: +0.18 Celestial / Circles +0.18 Celestial / Chants Stun/Freeze immunity: +32% Amulets can have magical properties. |
insulating gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +18% fire / +17% cold Amulets can have magical properties. |
restful steel amulet of strength (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Life regen: +1.00 Amulets can have magical properties. |
restful stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 21% * 8% chance to blind Changes damage: +9% light / +7% darkness Life regen: +2.00 Amulets can have magical properties. |
serendipitous gold amulet of willpower (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +8 (+2 eff.) Changes stats: +8 Lck / +2 Wil Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
steel amulet 'Duskbloom'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Changes stats: +7 Lck Changes resistances: +13% fire / +12% cold Changes resistances penetration: +5% darkness / +5% blight Changes damage: +9% darkness Cut immunity: +50% Healing mod.: +10% Reduce all damage from unseen attackers: 11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 272 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Beefang the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 26 Damage (Melee): 8 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 26 Damage (Ranged): 8 physical Changes stats: +5 Dex / +2 Wil / +7 Cun / +2 Con Physical save: +4 (+1 eff.) Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Belulramira the ShiverzealInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid / +2% physical Changes damage: +11% acid / +15% cold Equilibrium when hit: +0.04 Maximum psi: +30.00 Rings can have magical properties. |
BethobaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil / +3 Con Changes resistances: +3% light Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
Ce'NowenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Str / +4 Cun / +2 Con Changes resistances: +3% blight / +6% cold Spell save: +11 (+3 eff.) Maximum stamina: +13.00 Light radius: +1 Rings can have magical properties. |
ChalizilagenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +5 Str Changes resistances: +6% acid Changes damage: +9% temporal Maximum life: +60.00 Spellpower: +7 (+1 eff.) Mindpower: +9 (+3 eff.) Infravision radius: +3 Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
ChargeserpentInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 lightning Changes resistances: +6% acid / +24% fire / +9% temporal Changes damage: +21% lightning / +12% fire / +15% temporal Rings can have magical properties. |
Falochak the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+4 eff.) Damage when hit (Melee): 4 physical Changes stats: +5 Dex / +2 Mag / +4 Cun Changes damage: +6% all Critical mult.: +10.00% Spellpower: +13 (+3 eff.) Mindpower: +13 (+4 eff.) Infravision radius: +2 Rings can have magical properties. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Leledor the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 42% Changes resistances: +6% light / +6% darkness Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. |
MurkstalkerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 42% * 20% chance to reduce damage dealt by 21% Damage when hit (Melee): 8 darkness Changes resistances: +30% light / +15% darkness Changes damage: +15% light / +24% arcane / +6% darkness Rings can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Silatta the HeatwyrdInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% acid / +2% physical / +9% darkness / +12% nature / +6% lightning Changes resistances penetration: +10% fire / +20% cold Changes damage: +13% acid / +12% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Ulogen the LavakillerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 6 fire Changes resistances: +9% acid / +9% fire Changes resistances penetration: +20% lightning Changes damage: +9% lightning / +30% fire Maximum encumbrance: +28 Rings can have magical properties. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings can have magical properties. |
pixie's gold ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun / +3 Mag Mental save: +7 (+2 eff.) Confusion immunity: +27% Spellpower: +7 (+1 eff.) Rings can have magical properties. |
savage's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Changes stats: +2 Con Spell save: +12 (+3 eff.) Maximum stamina: +15.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump 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 138% 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. |
sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +6 Cun / +6 Dex Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
voratun ring 'Cuthudunarach'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% nature / +32% fire / +6% darkness / +3% physical Changes damage: +16% fire Reduces incoming crit damage: 15.00% Stamina each turn: +3.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
wizard's gold ring of aether (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% arcane Changes damage: +12% arcane Spell save: +4 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Beloletira the Oakraptor (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature 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: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +45 acid / +29 nature When wielded/worn: Armour penetration: +14 Effects on melee hit: * 23% chance to slow global speed by 53% Damage when hit (Melee): 12 acid Changes stats: +5 Cun / +11 Wil Changes resistances penetration: +25% acid / +45% nature Changes damage: +6% mind Critical mult.: +20.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun dagger (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 22% chance to reduce all saves and defense by 26 Damage (Melee): +12 mind When wielded/worn: Changes stats: +7 Cun / +5 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Nerotha the voratun greatsword (59.5-95.2 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 darkness / +20 blight Damage against: +23% Living When wielded/worn: Accuracy: +25 (+11 eff.) Defense: +20 (+5 eff.) Changes stats: +5 Con Changes resistances: +18% blight / +4% physical Changes resistances penetration: +15% blight Only die when reaching: -92.26 life Massive two-handed swords. |
Branudrachak (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 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% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +4 Dex / +7 Con Changes resistances: +12% nature / +3% darkness / +5% arcane Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +15.00% Life regen: +2.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +19% Light radius: +3 Healing mod.: +22% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 144.94 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Jetripper the dragonbone vilestaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 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% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +11 Con Changes resistances penetration: +10% darkness Changes damage: +42% darkness Talent granted: +1 Command Staff Critical mult.: +16.00% Life regen: +2.10 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +29 (+7 eff.) Spell crit. chance: +20% Healing mod.: +54% Staves designed for wielders of magic, by the greats of the art. |
FrostpanicInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +3 Dex / +3 Mag / +2 Cun Changes resistances: +10% lightning / +11% temporal / +30% cold Reduces incoming crit damage: 15.00% A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Tempestvortex the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold Changes resistances penetration: +10% lightning Changes damage: +3% arcane / +3% fire Spellpower: +5 (+1 eff.) Spell crit. chance: +1% A belt that goes around your waist. |
hardened leather belt 'Urthiregovon'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil / +2 Cun / +3 Con Changes resistances penetration: +25% mind Reduces incoming crit damage: 15.00% Mental save: +9 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Cyruthra (2 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+1 eff.) Changes stats: +4 Str / +3 Mag / +4 Wil / +4 Con Stamina each turn: +1.00 Maximum stamina: +10.00 Spell 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. |
Islyta the Blazepierce (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 6 cold Changes stats: +2 Str / +5 Dex / +3 Wil / +1 Cun / +3 Con Changes resistances: +15% light Changes damage: +15% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Siluyann the Lightningbrace (2 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Damage when hit (Melee): 10 lightning Changes stats: +3 Cun / +3 Dex Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubiyalraba (16 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +16 (+4 eff.) Damage when hit (Melee): 2 mind Changes stats: +2 Con Only die when reaching: -60.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Layonn' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Mag / +1 Wil / +2 Con Changes resistances: +3% lightning / +3% fire / +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Frost alchemy Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level.ancient silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +12 Mag / +4 Wil Changes resistances: +13% all Changes resistances penetration: +9% temporal / +11% physical Changes damage: +25% temporal / +23% physical Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +13 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Scorchglory' (10 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Changes stats: +5 Mag / +6 Wil Changes resistances: +12% lightning / +48% darkness / +12% cold / +12% blight / +12% fire / +12% light / +15% all Changes damage: +9% fire / +27% temporal / +26% arcane / +25% darkness Reduces incoming crit damage: 15.00% Physical save: +19 (+6 eff.) Spell save: +40 (+10 eff.) Mental save: +20 (+7 eff.) Disease immunity: +10% Life regen: +4.00 Maximum mana: +53.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +8% blight / +11% all Life regen: +2.10 Mana each turn: +0.20 Psi each turn: +0.14 Maximum life: +60.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Cun Changes resistances: +9% all Changes damage: +6% darkness / +10% light / +8% all Spellpower: +19 (+4 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fogoblivion (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+5 eff.) Armour: +4 Fatigue: +3% Changes stats: +1 Cun / +3 Con Changes resistances: +3% darkness Changes resistances penetration: +10% physical Critical mult.: +20.00% Physical save: +16 (+5 eff.) Mental save: +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Ulilahir' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes resistances penetration: +10% physical Critical mult.: +40.00% Maximum encumbrance: +32 Physical save: +10 (+3 eff.) Mental save: +18 (+6 eff.) Poison immunity: +20% Teleport immunity: +20% Maximum psi: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xanatira (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Fatigue: +5% Damage (Melee): 11 mind / 12 blight Changes stats: +3 Dex Changes resistances: +8% mind / +8% blight Changes damage: +8% blight / +3% physical / +9% mind Critical mult.: +13.00% Stamina each turn: +3.00 Spell crit. chance: +15% Mental crit. chance: +17% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Balancemalice the voratun helm (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Mag / +9 Wil / +4 Con Changes resistances: +15% blight / +12% nature / +12% lightning Changes damage: +15% lightning / +18% nature Mental save: +12 (+4 eff.) See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Beogrim the Hailspike (32 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +32 (+8 eff.) Damage when hit (Melee): 10 cold Changes stats: +3 Str Changes resistances: +8% fire / +9% cold A pointy cloth hat, very wizardly... |
Snowstreak (25 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +25 (+7 eff.) Fatigue: +3% Damage when hit (Melee): 4 physical Changes resistances: +12% lightning Changes damage: +6% cold Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Teleport immunity: +20% Stamina when hit: +1.70 Equilibrium when hit: +1.60 A cap made of leather. |
Winterfist the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 2 cold Changes resistances: +5% lightning / +5% temporal / +18% light / +5% fire / +5% nature / +24% acid / +5% blight / +21% cold / +5% darkness Changes resistances penetration: +15% acid Changes damage: +10% light / +13% acid A pointy cloth hat, very wizardly... |
Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. 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.mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +10 (+2 eff.) Decaying mummy wrappings. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
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. |
638 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Obsidianwaker' (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +8 Str / +5 Cun / +3 Con Changes resistances: +9% darkness / +8% fire Changes resistances penetration: +25% darkness Changes damage: +9% light / +15% darkness Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
KhelulegornCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +25 (+7 eff.) Changes stats: +4 Dex Changes damage: +6% mind Maximum life: +100.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% blight / +7% temporal / +7% darkness / +6% cold Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +5 See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +11% 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 30 cooldown : Effective talent level: 1.0 Power cost: 30 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 22 blight damage or heals 38 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. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 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. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 152% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.psychokinetic pouch of voratun shots (21/21, 54.5-65.4 power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage Damage (Ranged): +7 physical Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of gale force 'Galeblack' [power 260] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +6 Wil Changes resistances penetration: +10% lightning Changes damage: +18% lightning Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 234 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
4 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Alectus the Shalore Anorithil level 37
79th Dusk 123rd year of Ascendancy at 02:55 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alectus the Shalore Anorithil level 30
61st Pyre 123rd year of Ascendancy at 06:54 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Alectus the Shalore Anorithil level 37
77th Dusk 123rd year of Ascendancy at 02:08 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Alectus the Shalore Anorithil level 31
54th Dusk 123rd year of Ascendancy at 09:09 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Alectus the Shalore Anorithil level 39
34th Haze 123rd year of Ascendancy at 18:23 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Alectus the Shalore Anorithil level 32
60th Dusk 123rd year of Ascendancy at 18:32 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Alectus the Shalore Anorithil level 30
70th Pyre 123rd year of Ascendancy at 09:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Alectus the Shalore Anorithil level 22
28th Regrowth 123rd year of Ascendancy at 05:52 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alectus the Shalore Anorithil level 29
55th Pyre 123rd year of Ascendancy at 16:48 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Alectus the Shalore Anorithil level 42
5th Decay 123rd year of Ascendancy at 18:55 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 Alectus the Shalore Anorithil level 30
61st Pyre 123rd year of Ascendancy at 06:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alectus the Shalore Anorithil level 10
15th Dusk 122nd year of Ascendancy at 09:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Alectus the Shalore Anorithil level 20
35th Haze 122nd year of Ascendancy at 07:38 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Alectus the Shalore Anorithil level 30
60th Pyre 123rd year of Ascendancy at 12:59 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Alectus the Shalore Anorithil level 40
35th Haze 123rd year of Ascendancy at 03:44 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Alectus the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 15:00 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Alectus the Shalore Anorithil level 21
51st Haze 122nd year of Ascendancy at 04:52 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Alectus the Shalore Anorithil level 38
32nd Haze 123rd year of Ascendancy at 09:24 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Alectus the Shalore Anorithil level 27
40th Pyre 123rd year of Ascendancy at 20:39 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Alectus the Shalore Anorithil level 39
35th Haze 123rd year of Ascendancy at 03:41 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Alectus the Shalore Anorithil level 30
61st Pyre 123rd year of Ascendancy at 06:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alectus the Shalore Anorithil level 9
7th Flare 122nd year of Ascendancy at 02:52 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Alectus the Shalore Anorithil level 30
61st Pyre 123rd year of Ascendancy at 06:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alectus the Shalore Anorithil level 9
8th Flare 122nd year of Ascendancy at 16:18 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Alectus the Shalore Anorithil level 41
70th Haze 123rd year of Ascendancy at 01:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Alectus the Shalore Anorithil level 23
31st Regrowth 123rd year of Ascendancy at 06:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alectus the Shalore Anorithil level 18
27th Haze 122nd year of Ascendancy at 02:12 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Alectus the Shalore Anorithil level 36
75th Dusk 123rd year of Ascendancy at 07:44 see stats
Log
Polokira the ancient elven mummy uses Crush.
Your shield crumbles under the damage!
The shield around Alectus crumbles.
Alectus shrugs off the effect 'Pinned to the ground'!
Alectus reflects damage back to Polokira the ancient elven mummy!
Polokira the ancient elven mummy hits Alectus for (52 absorbed), 200 physical (200 total damage).
Alectus hits Polokira the ancient elven mummy for 52 reflected damage.
Melee retaliation hits Polokira the ancient elven mummy for (2 flat reduction), 0 physical, (21 flat reduction), 0 darkness, (4 flat reduction), 0 mind, (40 flat reduction), 9 light (9 total damage).
Polokira the ancient elven mummy resists the knockback!
Alectus's defensive darkness area effect hits Polokira the ancient elven mummy for (40 flat reduction), 34 darkness (34 total damage).
Alectus's sanctity area effect hits Polokira the ancient elven mummy for (40 flat reduction), 43 light (43 total damage).
Alectus's prismatic repulsion area effect hits Polokira the ancient elven mummy for (40 flat reduction), 7 light, (40 flat reduction), 8 darkness (15 total damage).
Alectus casts Moonlight Ray.
Alectus's spell attains critical power!
Alectus hits Polokira the ancient elven mummy for (40 flat reduction), 382 darkness (382 total damage).
Polokira the ancient elven mummy uses Stunning Blow.
Polokira the ancient elven mummy performs a melee critical strike against Alectus!
Alectus resists the stunning blow!
Polokira the ancient elven mummy hits Alectus for 779 physical, 38 lightning, 20 cold (837 total damage).
Melee retaliation hits Polokira the ancient elven mummy for (1 flat reduction), 0 physical, (18 flat reduction), 0 darkness, (6 flat reduction), 0 mind, (40 flat reduction), 1 light (1 total damage).
Alectus the level 44 shalore anorithil was frozen and shattered into a million little shards to death by Polokira the ancient elven mummy on level 2 of Elven Ruins.
Alectus deactivates Corona.
Alectus deactivates Hymn of Perseverance.
A shield forms around Alectus.
Alectus is no longer surging arcane power.
Alectus deactivates Chant of Resistance.
Alectus deactivates Glyphs.
Alectus deactivates Hymn Nocturnalist.
Alectus slows down.








































































































































