Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. 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! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Dwarven Adventurer 1.4.5This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. 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 | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 50 / 1533% |
Size | medium |
Lifes / Deaths | Killed by gigantic sandworm tunneler at level 19 on the 70th Regrowth 123rd year of Ascendancy at 06:11 2 / 5Killed by Grand Corruptor at level 27 on the 69th Dusk 123rd year of Ascendancy at 13:03 Killed by Saletira the Blightborn at level 38 on the 80th Regrowth 124th year of Ascendancy at 12:30 Killed by multi-hued drake at level 50 on the 14th Regrowth 125th year of Ascendancy at 05:31 Killed by forge-giant at level 50 on the 14th Regrowth 125th year of Ascendancy at 08:30 |
Primary Stats
Strength | 83 (base 61) |
Dexterity | 54 (base 32) |
Constitution | 79 (base 54) |
Magic | 104 (base 62) |
Willpower | 51 (base 15) |
Cunning | 78 (base 19) |
Resources
Insanity | 0/100 |
Equilibrium | 20 |
Life | 1763/1763 |
Positive | 153/197 |
Steam | 100/100 |
Healing Factor | 1.9056626506025 |
Regeneration | 21.629271084338 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +51.317881892239% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 15 |
See Stealth | 54.713773486967 |
See Invisible | 65.713773486967 |
Offense: Mainhand
Damage | 218 |
Accuracy | 64 |
Crit Chance | 58% |
APR | 52 |
Speed | 1.00 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 37% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Blight | +42% |
Arcane | +18% |
Cold | +19% |
All | +9% |
Darkness | +90% |
Light | +12% |
Temporal | +32% |
Physical | +20% |
Mind | +15% |
Offense: Damage Penetration
Physical | +10% |
Acid | +20% |
Light | +15% |
Lightning | +10% |
Darkness | +48% |
Arcane | +20% |
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 65.185767927478 (100%) |
Defense | 49 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 58 |
Spell Save | 45 |
Mental Save | 65 |
Defense: Resistances
Acid | + 52%( 75%) |
Blight | + 52%( 75%) |
Arcane | + 52%( 75%) |
Cold | + 52%( 75%) |
All | + 47%( 75%) |
Lightning | + 63%( 75%) |
Light | + 59%( 75%) |
Temporal | + 60%( 75%) |
Darkness | + 70%( 75%) |
Fire | + 69%( 75%) |
Mind | + 49%( 75%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 25% |
Confusion Resistance | 0% |
Fear Resistance | 0% |
Stun Resistance | 100% |
Poison Resistance | 25% |
Pinning Resistance | 25% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% 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: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 775% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 227 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 89%. Its effects scale with your Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chaos Orbs |
talent | Elemental Harmony |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you learnt talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
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 +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 981. | 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. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Pitchpower of the Blightspawn (21 def, 10 armour) Pitchpower of the Blightspawn (21 def, 10 armour)Requires: - Talent 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 penetration: +2 Physical crit. chance: +3.0% Physical power: +8 (+1 eff.) Armour: +10 Defense: +21 (+7 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 31% chance to disease * 28% chance to inflict 15% damage reduction Changes stats: +3 Mag Spell save: +4 (+1 eff.) Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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 29% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Blindwish of the Blightspawn Blindwish of the Blightspawn Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects when hit in melee: * 29% chance to disease * 25% chance to inflict 15% damage reduction Changes stats: +5 Mag Changes resistances: +9% darkness / +7% light / +3% mind Changes resistances penetration: +5% darkness / +15% mind Changes damage: +33% darkness / +3% mind Damage affinity(heal): +5% darkness Mental save: +8 (+2 eff.) Spellpower: +12 (+2 eff.) Light radius: +0 Infravision radius: +13 See stealth: +11 See invisible: +22 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 418.48 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Demonbrace of the Blightspawn (3 def, 0 armour) Demonbrace of the Blightspawn (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 (+1 eff.) Effects on melee hit: * 20% chance to disease * 30% chance to corrode armour by 30% Effects when hit in melee: * 24% chance to disease * 33% chance to inflict 15% damage reduction Changes stats: +9 Mag / +19 Wil / +15 Cun Changes resistances: +3% blight Changes resistances penetration: +10% acid Mental save: +36 (+9 eff.) Confusion immunity: -20% Fear immunity: -20% Spellpower: +9 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 3.0 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 146 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% 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... |
Tool | Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 269.28 temporal and 387.69 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
On fingers | Camemakath CamemakathPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +15 Defense: +15 (+5 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 20 bleed Damage when hit (Melee): 12 temporal Changes stats: +2 Str / +8 Mag / +8 Wil / +9 Cun Changes resistances: +10% darkness / +10% cold Changes damage: +9% blight / +10% cold / +10% darkness Reduces incoming crit damage: 15.00% Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Hate when firing a critical mind attack: +3.00 Maximum souls: +3.00 Maximum hate: +11.00 Spellpower: +21 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 0/10. 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 143% 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. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
On fingers | Jetoblivion JetoblivionPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +6 Str / +11 Mag / +11 Cun Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Changes damage: +3% arcane Spellpower: +19 (+3 eff.) Rings can have magical properties. |
Around waist | Sootroar Sootroar Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Fatigue: -20% Effects on melee hit: * 15% chance to inflict 15% damage reduction * Slows global speed by 15% * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% blight Changes resistances penetration: +10% lightning / +25% darkness Changes damage: +6% blight / +0% fire / +0% nature / +0% acid Critical mult.: +11.00% Maximum encumbrance: +50 Physical save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Spellpower: +8 (+1 eff.) Mindpower: +7 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
In main hand | Shadowvalor of the Blightspawn (39-54.6 power, 25 apr) Shadowvalor of the Blightspawn (39-54.6 power, 25 apr) Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Crit. chance: +22.5% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 4). On weapon hit: * 21% chance to corrode armour by 30% * 24% chance to cause random gloom Damage (Melee): +15 mind Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 8 arcane Changes stats: +5 Cun / +4 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% acid / +10% physical / +10% light Changes damage: +11% physical / +3% light / +6% arcane Life regen: +1.60 Talent on hit(spell): Netherblast (20% chance level 4). Blunt and deadly. |
On hands | Juggernot (0 def, 9 armour) Juggernot (0 def, 9 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 20 temporal Damage (Ranged): 20 temporal Changes stats: +6 Con Changes resistances: +9% acid / +15% temporal Changes resistances penetration: +5% light Changes damage: +11% temporal Talent granted: +3 Iron Grip Physical save: +30 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +24 (+6 eff.) Disarm immunity: +130% Mana each turn: +0.33 Maximum life: +80.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +7% When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 5). On weapon hit: * 14% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 acid / +7 physical / +20 lightning / +19 arcane Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +8 light Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Sootguile of the Blightspawn (5 def, 15 armour) Sootguile of the Blightspawn (5 def, 15 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: +15 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: +17% Effects when hit in melee: * 25% chance to disease * 31% chance to inflict 15% damage reduction Changes resistances: +27% fire Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Pinning immunity: +25% Life regen: +5.40 Maximum life: +162.00 Healing mod.: +49% A suit of armour made of mail. |
Cloak | Bethulaith (15 def, 0 armour) Bethulaith (15 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +15 (+5 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Str / +5 Dex / +2 Cun / +4 Con Changes resistances: +30% lightning / +14% fire / +15% darkness / +15% light Changes resistances penetration: +13% darkness Changes damage: +8% darkness Talent mastery: +0.40 Technique / Combat training Stealth bonus: +17 Spell save: -12 (-4 eff.) Stun/Freeze immunity: +50% Stamina each turn: +0.90 Mana each turn: -0.27 Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Glorytha the Duathelzephyr Glorytha the DuathelzephyrCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Fatigue: -14% Changes stats: +6 Dex / +6 Cun / +10 Con Changes resistances cap: +5% all Changes resistances penetration: +5% darkness / +10% mind Changes damage: +3% mind Reduces incoming crit damage: 15.00% Physical save: +16 (+4 eff.) Life regen: +4.10 Stamina each turn: +0.90 Infravision radius: +2 Movement speed: +10% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 163% / cooldown 71%) medical injector implant (efficiency 163% / cooldown 71%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 71%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 153% / cooldown 66%) medical injector implant (efficiency 153% / cooldown 66%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 66%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 144% / cooldown 62%) medical injector implant of the psychic (efficiency 144% / cooldown 62%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 62%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 8) steam generator implant of the duelist (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 15) steam generator implant of the psychic (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.0 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 13) steam generator implant of the wizard (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.4 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (Rad 5 for 10 turns) 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 67.36 physical damage and 122.37 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. |
healing infusion of the sneak (heal 256) healing infusion of the sneak (heal 256)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 256 and cleanse 1 wound and 1 poison effect. 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 ability. |
heroism infusion (+5 for 10 turns, die at -482) heroism infusion (+5 for 10 turns, die at -482)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 5 for 10 turns. While Heroism is active, you will only die when reaching -482 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. 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. |
heroism infusion (+7 for 11 turns, die at -411) heroism infusion (+7 for 11 turns, die at -411)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 11 turns. While Heroism is active, you will only die when reaching -411 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. 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. |
heroism infusion (+6 for 9 turns, die at -241) heroism infusion (+6 for 9 turns, die at -241)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 6 for 9 turns. While Heroism is active, you will only die when reaching -241 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. 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. |
heroism infusion (+8 for 12 turns, die at -387) heroism infusion (+8 for 12 turns, die at -387)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 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 8 for 12 turns. While Heroism is active, you will only die when reaching -387 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. 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. |
movement infusion of the sneak (621% speed; 6 turns) movement infusion of the sneak (621% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
wild infusion of the psychic (resist 21%; cure mental, magical) wild infusion of the psychic (resist 21%; cure mental, magical)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 428 for 5 turns) shielding rune of the duelist (absorb 428 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 428 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 704 for 6 turns) shielding rune of the warrior (absorb 704 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 704 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 401 for 4 turns) shielding rune of the wizard (absorb 401 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 401 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Corpsetrencher the voratun amulet Corpsetrencher the voratun amuletCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +10 Con Changes resistances: +6% blight / +9% darkness Changes resistances penetration: +5% acid Changes damage: +3% nature / +19% physical Physical save: +9 (+3 eff.) Spell save: +6 (+2 eff.) Pinning immunity: +10% Life regen: +1.30 Stamina each turn: +1.50 Movement speed: +10% Combat speed: +20% Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 16% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+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... |
gold amulet 'Betelerin' gold amulet 'Betelerin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +2 Dex Changes resistances: +6% blight / +22% light / +22% darkness Critical mult.: +9.00% Physical save: +10 (+3 eff.) Blindness immunity: +34% Maximum stamina: +15.00 Healing mod.: +20% Amulets can have magical properties. |
mindweaver's voratun amulet of perfection (0.40 Steamtech / Physics,0.40 Cunning / Survival) mindweaver's voratun amulet of perfection (0.40 Steamtech / Physics,0.40 Cunning / Survival)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil Talent masteries: +0.40 Steamtech / Physics +0.40 Cunning / Survival Mental save: +13 (+3 eff.) Confusion immunity: +15% Mindpower: +11 (+4 eff.) Amulets can have magical properties. |
starlit gold amulet of mastery (0.27 Demented / Controlled horrors) starlit gold amulet of mastery (0.27 Demented / Controlled horrors)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% light / +14% darkness Talent mastery: +0.27 Demented / Controlled horrors Blindness immunity: +34% Amulets can have magical properties. |
steel amulet 'Xuwen' steel amulet 'Xuwen'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Changes stats: +4 Cun / +3 Str Reduces incoming crit damage: 10.00% Poison immunity: +15% Only die when reaching: -40.00 life Amulets can have magical properties. |
stralite amulet of perfection (0.25 Demented / Controlled horrors,0.25 Demented / Disfigured face) stralite amulet of perfection (0.25 Demented / Controlled horrors,0.25 Demented / Disfigured face)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.25 Demented / Disfigured face +0.25 Demented / Controlled horrors Amulets can have magical properties. |
Orb of Many Ways 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 27/30. 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. |
Duvogorn the Serpentslicer Duvogorn the SerpentslicerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * Slows global speed by 33% Damage when hit (Melee): 8 nature Changes stats: +8 Cun / +8 Wil Changes resistances: +9% acid / +36% nature / +3% darkness Changes resistances penetration: +5% nature Changes damage: +18% nature / +9% acid Mindpower: +13 (+4 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 4.0 Power cost: 23 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 38% for 5 turns. Rings can have magical properties. |
Kitir KitirInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% blight / +15% temporal / +3% nature Changes resistances penetration: +15% mind Mental save: +8 (+2 eff.) Confusion immunity: +39% Rings can have magical properties. |
Woefurnace of the Blightspawn Woefurnace of the BlightspawnCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 4 acid Changes stats: -6 Str / +5 Dex / +6 Wil Changes resistances: +9% acid Changes resistances penetration: +5% acid Changes damage: +15% acid / +9% fire Maximum encumbrance: +22 Mental save: +10 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
gold ring 'Coalwaker' gold ring 'Coalwaker'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +13 Mag / +1 Wil / +12 Cun / +3 Con Changes resistances penetration: +10% darkness Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Spell save: +44 (+14 eff.) Spellpower: +11 (+2 eff.) See invisible: +6 Rings can have magical properties. |
marksman's steel ring of pilfering marksman's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Changes stats: +3 Dex It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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. |
mule's steel ring of frost (+24%) mule's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +22 Rings can have magical properties. |
mule's voratun ring of lightning (+32%) mule's voratun ring of lightning (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -6% Changes resistances: +32% lightning Changes damage: +16% lightning Maximum encumbrance: +24 Rings can have magical properties. |
psionicist's gold ring of life psionicist's gold ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+2 eff.) Life regen: +1.10 Maximum life: +61.00 Healing mod.: +12% Rings can have magical properties. |
rogue's stralite ring of fire (+26%) rogue's stralite ring of fire (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +6 Cun Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
solipsist's gold ring of perseverance solipsist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Stun/Freeze immunity: +28% Life regen: +1.70 Mindpower: +7 (+2 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Oaksun' voratun ring 'Oaksun'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +15 Physical power: +13 (+2 eff.) Defense: +26 (+8 eff.) Changes resistances: +3% acid Changes resistances penetration: +5% nature Changes damage: +30% nature Spellpower: +11 (+2 eff.) Mindpower: +12 (+4 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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. |
voratun ring of blinding strikes voratun ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to blind Damage (Melee): 29 light Effects on ranged hit: * 20% chance to blind Damage (Ranged): 32 light Rings can have magical properties. |
wizard's gold ring of misery wizard's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +5 Cun / +4 Mag Spell save: +8 (+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 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Urebers (12-15.6 power, 6 apr) Urebers (12-15.6 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 acid / +8 cold When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 acid Changes resistances: +6% acid Changes resistances penetration: +10% blight Changes damage: +12% blight Sharp, short and deadly. |
Bethuleba the voratun greatsword (61.5-98.4 power, 4 apr) Bethuleba the voratun greatsword (61.5-98.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 50% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Damage (Melee): +8 acid / +42 cold Burst (radius 2) on crit: +4 acid When wielded/worn: Changes resistances: +12% light Changes resistances penetration: +24% acid / +24% fire / +24% lightning / +24% cold Disease immunity: +15% Disarm immunity: +20% Massive two-handed swords. |
Stormmalice (85-136 power, 4 apr) Stormmalice (85-136 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 85.0 - 136.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +4 arcane Burst (radius 1) on hit: +4 lightning / +8 arcane When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +20 Physical crit. chance: +21.0% Changes stats: +9 Dex Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +3% arcane Critical mult.: +28.00% Massive two-handed swords. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 75% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 316.96 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 20 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Punae's Blade (46-64.4 power, 4 apr) Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Splendourkarma (58.5-81.9 power, 6 apr) Splendourkarma (58.5-81.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 58.5 - 81.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +8 light / +20 blight / +4 fire / +27 cold Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Damage when hit (Melee): 4 lightning Changes resistances penetration: +10% lightning / +14% physical Changes damage: +12% light Disease immunity: +35% Light radius: +1 Sharp, long, and deadly. |
Eryrek the voratun mace (44.5-62.3 power, 6 apr) Eryrek the voratun mace (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 28% chance to cause random gloom Damage (Melee): +25 mind / +29 cold When wielded/worn: Accuracy: +26 (+7 eff.) Armour penetration: +15 Changes stats: +2 Str / +6 Dex / +7 Wil / +7 Cun Changes resistances: +12% temporal Changes resistances penetration: +5% blight / +15% physical Light radius: +3 Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) 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: 180% 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 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 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 111 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." |
Duryregorand the Deepsjeer (39.5-55.3 power, 6 apr) Duryregorand the Deepsjeer (39.5-55.3 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +20 darkness Burst (radius 2) on crit: +12 acid Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +3% darkness / +6% acid Changes resistances penetration: +10% darkness One-handed war axes. |
Bleakstreaker of the Blightspawn Bleakstreaker of the BlightspawnPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Effects when hit in melee: * 35% chance to disease * 28% chance to inflict 15% damage reduction Changes stats: +4 Cun / +3 Mag Changes resistances: +8% fire / +6% nature / +10% cold Changes damage: +0% acid / +0% blight / +0% fire / +9% mind / +0% nature Spell save: +10 (+3 eff.) Mana each turn: +0.31 Maximum mana: +35.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Size category: +1 A belt that goes around your waist. |
Foghue FoghuePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +18% darkness Changes damage: +0% acid / +24% darkness / +0% blight / +0% fire / +12% arcane / +0% nature Maximum encumbrance: +35 A belt that goes around your waist. |
Girdle of the Calm Waters 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 Changes damage: +0% acid / +0% fire / +0% nature / +0% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Jetpierce of the Blightspawn Jetpierce of the BlightspawnInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +11 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Effects when hit in melee: * 29% chance to disease * 34% chance to inflict 15% damage reduction Changes resistances: +10% acid / +8% temporal / +9% darkness / +7% cold / +7% fire / +3% nature / +17% lightning Physical save: +12 (+3 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
Xanyyassra XanyyassraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +25% acid Changes damage: +6% blight Mental save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Spellpower: +17 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Radhakath' hardened leather belt 'Radhakath'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Physical power: +4 (+1 eff.) Changes stats: +5 Dex / +2 Mag / +2 Wil / +4 Cun Changes damage: +6% arcane Critical mult.: +18.00% Mental save: +11 (+3 eff.) Mana each turn: +0.04 Maximum mana: +40.00 Spellpower: +6 (+1 eff.) Mental crit. chance: +10% A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +0% lightning / +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire Stun/Freeze immunity: +0% All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 460.53 cold damage and condensing the air into freezing vapors that deal 153.51 cold damage (based on Magic) each turn for 10 turns, costing 17 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. |
Voidwyrd of the Blightspawn (2 def, 0 armour) Voidwyrd of the Blightspawn (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects when hit in melee: * 26% chance to disease * 29% chance to inflict 15% damage reduction Changes stats: +4 Str / +2 Dex / +3 Con Changes resistances: +0% lightning / +6% cold Changes resistances penetration: +20% physical Talent mastery: +0.20 Technique / Combat training Physical save: +10 (+3 eff.) Spell save: -19 (-7 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +0% Stamina each turn: +0.80 Mana each turn: -0.16 Only die when reaching: -50.00 life Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Tarrisarig' (10 def, 6 armour) cashmere cloak 'Tarrisarig' (10 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Damage when hit (Melee): 16 blight Changes stats: +3 Dex / +3 Mag / +2 Wil / +1 Cun Changes damage: +6% blight Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +18 (+4 eff.) Spell crit. chance: +6% Infravision radius: +2 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anuntir the Shadowflash (0 def, 9 armour) Anuntir the Shadowflash (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +9 Fatigue: +3% Changes stats: +4 Str / +3 Dex / +3 Con Changes resistances: +6% darkness Changes damage: +9% darkness / +6% physical Critical mult.: +12.00% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Darkripper the pair of drakeskin leather boots (0 def, 5 armour) Darkripper the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Changes resistances: +15% lightning Changes resistances penetration: +10% lightning / +20% darkness Changes damage: +6% darkness Maximum encumbrance: +41 Physical save: +15 (+4 eff.) A pair of boots made of leather. |
Demonrip of the Blightspawn (0 def, 3 armour) Demonrip of the Blightspawn (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Armour: +3 Fatigue: +3% Effects when hit in melee: * 35% chance to disease * 25% chance to inflict 15% damage reduction Damage when hit (Melee): 4 lightning Changes stats: +2 Dex / +3 Mag / +3 Cun Changes resistances penetration: +10% physical Changes damage: +12% lightning Spell save: +4 (+1 eff.) Maximum stamina: +5.00 Spellpower: +5 (+1 eff.) Lowers spell cool-downs by: 10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. 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 143% 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. A pair of boots made of leather. |
Elirema the pair of drakeskin leather boots (16 def, 5 armour) Elirema the pair of drakeskin leather boots (16 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+5 eff.) Ranged Defense: +19 (+7 eff.) Fatigue: +5% Changes stats: +2 Str / +1 Mag / +11 Wil / +6 Con Changes resistances penetration: +15% acid / +9% physical Changes damage: +9% acid Mindpower: +8 (+3 eff.) Light radius: +2 See invisible: +6 It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 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 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Morbusprophet the pair of dwarven-steel boots (0 def, 4 armour) Morbusprophet the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Damage when hit (Melee): 16 nature Changes stats: +4 Cun / +4 Dex Changes resistances: +11% lightning / +11% temporal Changes resistances penetration: +15% temporal Changes damage: +3% nature Silence immunity: +10% Pinning immunity: +10% Teleport immunity: +10% Stamina each turn: +0.70 Maximum life: +48.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Baragar the Coalslice (0 def, 12 armour) Baragar the Coalslice (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +12 Changes stats: +4 Con Changes resistances: +12% acid / +12% fire / +5% arcane / +2% physical Changes damage: +15% darkness Physical save: +19 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +27 (+7 eff.) Disarm immunity: +38% When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +16 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour) 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% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane 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. |
Layytha the hardened leather gloves (0 def, 2 armour) Layytha the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 cold Changes stats: +2 Mag / +3 Wil / +3 Cun Changes resistances: +7% cold Changes resistances penetration: +15% mind Changes damage: +6% cold Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Disarm immunity: +0% Infravision radius: +3 See invisible: +18 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Burst (radius 2) on crit: +8 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Obsidianvein the dwarven-steel gauntlets (0 def, 2 armour) Obsidianvein 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: Accuracy: +8 (+2 eff.) Armour: +2 Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% blight Changes damage: +9% darkness / +15% blight Physical save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +34% When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +8 darkness Metal gloves protecting the hands up to the middle of the lower arm. |
Pitchbutcher of the Blightspawn (0 def, 18 armour) Pitchbutcher of the Blightspawn (0 def, 18 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Armour: +18 Damage (Melee): 10 physical Changes stats: +5 Str / -5 Dex / +5 Con Changes resistances: +3% blight / +9% fire / +6% lightning Changes damage: +7% physical Spell save: +42 (+14 eff.) Mental save: +14 (+3 eff.) Disarm immunity: +0% Maximum life: +80.00 When used to modify unarmed attacks: Base power: 47.0 - 65.8 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Burst (radius 1) on hit: +14 physical Burst (radius 2) on crit: +13 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
alchemist's voratun gauntlets of sorrow (0 def, 3 armour) alchemist's voratun gauntlets of sorrow (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 4 acid / 28 darkness / 6 cold / 4 fire / 27 mind / 8 lightning Changes stats: +3 Mag / +3 Wil Mental save: -7 (-2 eff.) Mindpower: +6 (+2 eff.) When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). Damage (Melee): +12 ice / +5 fire / +18 acid / +18 lightning It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Charweeper the hardened leather cap (0 def, 3 armour) Charweeper the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 5 physical / 16 fire Changes stats: +3 Str / +2 Wil Changes resistances: +7% blight / +10% cold / +9% temporal / +6% fire Allows you to breathe in: water Mental save: +5 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 410.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Coalwitch of the Blightspawn (0 def, 5 armour) Coalwitch of the Blightspawn (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects when hit in melee: * 29% chance to disease * 30% chance to inflict 15% damage reduction Changes stats: +8 Str / +7 Dex / +2 Mag / +5 Wil Changes resistances: +10% blight / +24% cold Changes damage: +12% blight / +9% arcane Allows you to breathe in: water Mental save: +7 (+2 eff.) Mana each turn: +0.12 Maximum vim: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Demonnail of the Blightspawn (9 def, 3 armour) Demonnail of the Blightspawn (9 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +9 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 29% chance to disease * 15% chance to gain 10% of a turn (3/turn limit) * 27% chance to inflict 15% damage reduction Changes stats: +5 Cun / +5 Wil Changes resistances: +11% blight / +8% cold Changes resistances penetration: +5% blight Changes damage: +6% blight / +12% lightning Allows you to breathe in: water Mental save: +8 (+2 eff.) A cap made of leather. |
Shadowkin the rough leather cap (0 def, 3 armour) Shadowkin the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 15% chance to corrode armour by 30% Changes stats: +0 Cun Changes resistances penetration: +25% darkness Changes damage: +6% acid / +12% darkness Mental save: +0 (+0 eff.) Infravision radius: +1 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
Shinehack the drakeskin leather hat (0 def, 5 armour) Shinehack the drakeskin leather hat (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +10 Str / +7 Wil / +6 Con Changes resistances: +13% physical / +13% nature / +18% fire Physical save: +27 (+7 eff.) Spell save: +8 (+2 eff.) Mental save: +15 (+4 eff.) Maximum life: +110.00 Light radius: +1 Healing mod.: +26% It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
X-Ray Goggles (10 def, 0 armour) X-Ray Goggles (10 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +10 (+3 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway, costing 17 power out of 30/30. How do these even work? |
Zodar (0 def, 4 armour) Zodar (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Changes stats: +5 Str / +4 Dex / +9 Wil / +3 Cun Grants telepathy: Demon/Minor Demon/Major Mental save: +0 (+0 eff.) Light radius: +2 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour) augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +3 Con Changes damage: +6% acid / +8% lightning / +8% cold / +16% arcane / +5% fire Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Isythra' (2 def, 0 armour) cashmere wizard hat 'Isythra' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 12 arcane Changes stats: +4 Str / +2 Mag / +4 Wil / +9 Cun Changes resistances: +22% lightning Changes damage: +15% lightning / +12% arcane A pointy cloth hat, very wizardly... |
eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour) eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +6 Con Changes damage: +15% arcane Mana each turn: +2.30 Mana when hit: +1.30 Maximum mana: +102.00 Spellpower: +8 (+1 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 56 power out of 100/100. The very essence of bearness! |
68 alchemist agate 68 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe of quickening (dig speed 17 turns) voratun pickaxe of quickening (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 45 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
jade 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. |
turquoise 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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 56 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Nightoozer of the Blightspawn Nightoozer of the BlightspawnPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +6 Damage when hit (Melee): 35 fire Changes stats: +6 Dex / -6 Wil Changes resistances: +6% light / +8% fire Changes resistances penetration: +5% fire / +15% mind / +11% all Changes damage: +6% light / +3% fire Blindness immunity: +38% Confusion immunity: +22% Light radius: +11 See stealth: +20 See invisible: +23 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 6.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 23 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Shadowradiance' alchemist's lamp 'Shadowradiance'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +6% darkness Changes resistances penetration: +15% darkness / +10% mind Changes damage: +24% darkness Blindness immunity: +27% Confusion immunity: +13% Light radius: +7 See stealth: +8 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 4.8 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) 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) 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) 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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye 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. |
58 alchemist bloodstone 58 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
10 bloodstone 10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal 12 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. |
Rod of Recall (3/3) 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 112 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. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 671.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 35] amazing fiery salve [power 35]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 166% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (35% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing healing salve [power 501] amazing healing salve [power 501]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 166% efficiency and 89% cooldown modifier. It can be used to heal 501, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 438] amazing pain suppressor salve [power 438]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 166% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -438 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
powerful frost salve [power 26] powerful frost salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 166% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (26% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful healing salve [power 362] powerful healing salve [power 362]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 166% efficiency and 89% cooldown modifier. It can be used to heal 362, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful pain suppressor salve [power 313] powerful pain suppressor salve [power 313]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 166% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -313 life and reduces all damage by 18% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
powerful unstoppable force salve [power 92] powerful unstoppable force salve [power 92]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 166% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 92 and healing factor by half, putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful water salve [power 26] powerful water salve [power 26]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 166% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (26% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
dwarven steel mental stimulator dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
mastercraft alchemist's helper mastercraft alchemist's helperPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Changes damage: +20% acid / +20% fire / +20% nature / +20% blight Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove mastercraft poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove mastercraft poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft viral injector mastercraft viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft viral injector mastercraft viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal web powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
stralite armour reinforcement stralite armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Armour: +4 Armour Hardiness: +20% Fatigue: +2% Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree stralite silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Damage against: +28% Undead / +28% Demon / +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment stralite spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Armour: +16 Fatigue: +1% Damage when hit (Melee): 40 physical Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
well-made alchemist's helper well-made alchemist's helperPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Changes damage: +15% acid / +15% fire / +15% nature / +15% blight Tinkers can be attached to normal items to improve them with steam power! |
Blindrot the dwarven-steel torque of kinetic psionic shield [power 93] (12 cooldown) Blindrot the dwarven-steel torque of kinetic psionic shield [power 93] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% darkness / +12% temporal Maximum wards: +3 physical / +3 mind / +3 darkness Changes resistances penetration: +15% darkness / +15% temporal Changes damage: +6% darkness / +12% temporal Talent granted: +1 Ward 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 12 turns. Torques are made by powerful psionics to store psionic powers. |
Ebonysear of the Blightspawn [power 121] (12 cooldown) Ebonysear of the Blightspawn [power 121] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: -8 Cun / +8 Mag Changes resistances: +6% acid / +9% fire Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence Blindness immunity: +20% Teleport immunity: +5% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 121 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
Coaltitan the yew totem of healing [power 160] (12 cooldown) Coaltitan the yew totem of healing [power 160] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +9% fire Changes resistances penetration: +15% darkness Changes damage: +15% darkness / +30% fire It can be used to heal a target within range 8 (based on Willpower) for 160, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Murkpride of the Blightspawn [power 281] (4 cooldown) Murkpride of the Blightspawn [power 281] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects when hit in melee: * 28% chance to disease * 31% chance to inflict 15% damage reduction Changes stats: +3 Dex Changes resistances: +12% nature Maximum wards: +5 lightning / +3 temporal / +4 blight / +4 fire / +4 cold Changes resistances penetration: +5% nature Changes damage: +6% nature Talent cooldown: Strike (-1 turn) Talents granted: +1 Ward +3 Strike It can be used to creates a wall of flames lasting 4 turns (dealing 306 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of clairvoyance 'Xanyritha' [power 14] (4 cooldown) dragonbone wand of clairvoyance 'Xanyritha' [power 14] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +9% nature Talents cooldown: Volcano (-2 turns) Strike (-1 turn) Talents granted: +5 Volcano +3 Strike Mental save: +9 (+2 eff.) Pinning immunity: +20% It can be used to reveal the area around you, dispelling darkness (radius 14, power 90 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 14 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of conjuration 'Radhayalin' [power 409] (6 cooldown) elven-wood wand of conjuration 'Radhayalin' [power 409] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Strike (-1 turn) Talent granted: +4 Strike Physical save: +6 (+2 eff.) Cut immunity: +25% Teleport immunity: +10% Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +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 fire a bolt of a random element with (base) damage 204 to 409, 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. |
Burning Star 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, costing 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
14 diamond 14 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. |
12 moonstone 12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 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. |
2 amber 2 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. |
citrine 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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Onano the Cornac Writhing One level 32
43rd Haze 123rd year of Ascendancy at 08:58 see stats
By Onano the Cornac Writhing One level 48
36th Haze 124th year of Ascendancy at 21:21 see stats
By Onano the Cornac Writhing One level 32
41st Haze 123rd year of Ascendancy at 08:41 see stats
By Onano the Cornac Writhing One level 40
12nd Pyre 124th year of Ascendancy at 15:25 see stats
By Onano the Cornac Writhing One level 45
52nd Dusk 124th year of Ascendancy at 21:46 see stats
By Onano the Cornac Writhing One level 40
8th Pyre 124th year of Ascendancy at 22:22 see stats
By Onano the Cornac Writhing One level 35
20th Regrowth 124th year of Ascendancy at 09:41 see stats
By Onano the Cornac Writhing One level 47
11st Haze 124th year of Ascendancy at 22:21 see stats
By Onano the Cornac Writhing One level 6
8th Flare 122nd year of Ascendancy at 23:56 see stats
By Onano the Cornac Writhing One level 46
57th Dusk 124th year of Ascendancy at 19:08 see stats
By Onano the Cornac Writhing One level 38
80th Regrowth 124th year of Ascendancy at 03:40 see stats
By Onano the Cornac Writhing One level 34
70th Haze 123rd year of Ascendancy at 23:55 see stats
By Onano the Cornac Writhing One level 40
4th Pyre 124th year of Ascendancy at 21:48 see stats
By Onano the Cornac Writhing One level 50
14th Regrowth 125th year of Ascendancy at 10:37 see stats
By Onano the Cornac Writhing One level 18
70th Regrowth 123rd year of Ascendancy at 03:12 see stats
By Onano the Cornac Writhing One level 27
60th Dusk 123rd year of Ascendancy at 13:00 see stats
By Onano the Cornac Writhing One level 50
1st Wintertide 125th year of Ascendancy at 05:08 see stats
By Onano the Cornac Writhing One level 46
58th Dusk 124th year of Ascendancy at 00:29 see stats
By Onano the Cornac Writhing One level 23
1st Mirth 123rd year of Ascendancy at 14:40 see stats
By Onano the Cornac Writhing One level 33
51st Haze 123rd year of Ascendancy at 18:58 see stats
By Onano the Cornac Writhing One level 10
10th Dusk 122nd year of Ascendancy at 19:11 see stats
By Onano the Cornac Writhing One level 20
11st Pyre 123rd year of Ascendancy at 06:41 see stats
By Onano the Cornac Writhing One level 30
37th Haze 123rd year of Ascendancy at 23:12 see stats
By Onano the Cornac Writhing One level 40
4th Pyre 124th year of Ascendancy at 17:02 see stats
By Onano the Cornac Writhing One level 50
51st Haze 124th year of Ascendancy at 12:36 see stats
By Onano the Cornac Writhing One level 50
9th Decay 124th year of Ascendancy at 18:23 see stats
By Onano the Cornac Writhing One level 50
14th Regrowth 125th year of Ascendancy at 10:36 see stats
By Onano the Cornac Writhing One level 50
58th Haze 124th year of Ascendancy at 22:29 see stats
By Onano the Cornac Writhing One level 14
40th Haze 122nd year of Ascendancy at 15:24 see stats
By Onano the Cornac Writhing One level 40
11st Pyre 124th year of Ascendancy at 12:37 see stats
By Onano the Cornac Writhing One level 30
38th Haze 123rd year of Ascendancy at 05:23 see stats
By Onano the Cornac Writhing One level 39
4th Pyre 124th year of Ascendancy at 12:12 see stats
By Onano the Cornac Writhing One level 19
70th Regrowth 123rd year of Ascendancy at 05:54 see stats
By Onano the Cornac Writhing One level 38
80th Regrowth 124th year of Ascendancy at 12:30 see stats
By Onano the Cornac Writhing One level 10
11st Dusk 122nd year of Ascendancy at 07:21 see stats
By Onano the Cornac Writhing One level 50
9th Decay 124th year of Ascendancy at 23:32 see stats
By Onano the Cornac Writhing One level 22
76th Pyre 123rd year of Ascendancy at 23:52 see stats
By Onano the Cornac Writhing One level 41
54th Pyre 124th year of Ascendancy at 23:10 see stats
By Onano the Cornac Writhing One level 33
56th Haze 123rd year of Ascendancy at 14:57 see stats
By Onano the Cornac Writhing One level 22
44th Pyre 123rd year of Ascendancy at 04:27 see stats
By Onano the Cornac Writhing One level 30
39th Haze 123rd year of Ascendancy at 20:32 see stats
Log
The rod emits a strange noise, glows briefly and returns to normal.
Resting starts...
Worm that walks (servant of Onano) uses Infusion: Regeneration.
Worm that walks (servant of Onano) starts regenerating health quickly.
Worm that walks (servant of Onano) stops regenerating health quickly.
Worm that walks (servant of Onano) uses Infusion: Regeneration.
Worm that walks (servant of Onano) starts regenerating health quickly.
Worm that walks (servant of Onano) stops regenerating health quickly.
Worm that walks (servant of Onano) uses Infusion: Regeneration.
Worm that walks (servant of Onano) starts regenerating health quickly.
Worm that walks (servant of Onano) stops regenerating health quickly.
Worm that walks (servant of Onano) uses Infusion: Regeneration.
Worm that walks (servant of Onano) starts regenerating health quickly.
Worm that walks (servant of Onano) stops regenerating health quickly.
Worm that walks (servant of Onano) uses Infusion: Regeneration.
Worm that walks (servant of Onano) starts regenerating health quickly.
Worm that walks (servant of Onano) stops regenerating health quickly.
Rested for 80 turns.
Worm that walks (servant of Onano) uses Infusion: Regeneration.
Worm that walks (servant of Onano) starts regenerating health quickly.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Today is the 15th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:23.
Saving done.
Onano deactivates Elemental Harmony.
Onano deactivates Chaos Orbs.