Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Yeek |
Class | Doomed |
Level / Exp | 50 / 2207% |
Size | medium |
Lifes / Deaths | Killed by Adybeth the skeleton warrior at level 10 on the 1st Summertide 122nd year of Ascendancy at 13:39 76 / 28Killed by Ximina the black mamba at level 13 on the 53rd Dusk 122nd year of Ascendancy at 12:28 Killed by Aerurina the umber hulk at level 14 on the 54th Dusk 122nd year of Ascendancy at 06:10 Killed by ghast at level 14 on the 54th Dusk 122nd year of Ascendancy at 06:16 Killed by skeleton mage at level 14 on the 54th Dusk 122nd year of Ascendancy at 08:35 Killed by Betamivea the patchwork troll at level 14 on the 54th Dusk 122nd year of Ascendancy at 10:03 Killed by Lexesi the quasit at level 14 on the 54th Dusk 122nd year of Ascendancy at 16:47 Killed by Ivyrin the storm drake at level 14 on the 54th Dusk 122nd year of Ascendancy at 18:21 Killed by Ivyrin the storm drake at level 14 on the 54th Dusk 122nd year of Ascendancy at 20:37 Killed by Ivyrin the storm drake at level 14 on the 54th Dusk 122nd year of Ascendancy at 22:08 Killed by Glorynor the fox at level 19 on the 5th Haze 122nd year of Ascendancy at 21:35 Killed by Beluna the orc necromancer at level 45 on the 79th Dusk 123rd year of Ascendancy at 13:21 Killed by Xanira the orc berserker at level 47 on the 11st Haze 123rd year of Ascendancy at 15:09 Killed by lava floor at level 48 on the 12nd Haze 123rd year of Ascendancy at 07:08 Killed by orc pyromancer at level 48 on the 12nd Haze 123rd year of Ascendancy at 08:42 Killed by Belowe the orc pyromancer at level 50 on the 50th Haze 123rd year of Ascendancy at 12:32 Killed by Easey at level 50 on the 12nd Regrowth 124th year of Ascendancy at 13:40 Killed by Elandar at level 50 on the 14th Regrowth 124th year of Ascendancy at 11:27 Killed by cold drake hatchling at level 50 on the 14th Regrowth 124th year of Ascendancy at 13:33 Killed by Argoniel at level 50 on the 14th Regrowth 124th year of Ascendancy at 15:21 Killed by Elandar at level 50 on the 14th Regrowth 124th year of Ascendancy at 17:03 Killed by Elandar at level 50 on the 14th Regrowth 124th year of Ascendancy at 18:33 Killed by Elandar at level 50 on the 14th Regrowth 124th year of Ascendancy at 21:28 Killed by Elandar at level 50 on the 14th Regrowth 124th year of Ascendancy at 21:39 Killed by Elandar at level 50 on the 14th Regrowth 124th year of Ascendancy at 21:58 Killed by Elandar at level 50 on the 14th Regrowth 124th year of Ascendancy at 22:46 Killed by Elandar at level 50 on the 15th Regrowth 124th year of Ascendancy at 01:45 Killed by Easey at level 50 on the 15th Regrowth 124th year of Ascendancy at 07:37 |
Primary Stats
Strength | 63 (base 60) |
Dexterity | 70 (base 60) |
Constitution | 58 (base 60) |
Magic | 72 (base 60) |
Willpower | 76 (base 60) |
Cunning | 87 (base 60) |
Resources
Life | 909/882 |
Hate | 100/100 |
Equilibrium | 113 |
Healing Factor | 1.4201339505268 |
Regeneration | 8.8758371907927 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +137.29957955368% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 10 |
See Stealth | 88.413121060962 |
See Invisible | 96.413121060962 |
Offense: Barehand
Damage | 59 |
Accuracy | 41 |
Crit Chance | 27% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Blight | +14% |
Arcane | +28% |
Cold | +35% |
All | 0% |
Lightning | +25% |
Temporal | +15% |
Fire | +36% |
Nature | +5% |
Offense: Damage Penetration
Acid | +30% |
Lightning | +50% |
Cold | +50% |
Arcane | +50% |
Fire | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 44 |
Mental Save | 52 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 24%( 70%) |
Physical | + 11%( 70%) |
Cold | + 23%( 70%) |
All | + 9%( 70%) |
Darkness | + 14%( 70%) |
Temporal | + 24%( 70%) |
Mind | + 9%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 91% |
Confusion Resistance | 100% |
Fear Resistance | 48% |
Poison Resistance | 30% |
Blind Resistance | 34% |
Silence Resistance | 79% |
Pinning Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 73% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Darkness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Punishments | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cursed / Fears | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Advanced shadowmancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 1.62 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Dark sustenance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Yeek | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
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. | active |
You failed to protect the injured seer from death by golem (servant of Glorassra the skeleton warrior). Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Glorynor the fox. Escort: repented thief (level 1 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of faeros ash. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Glorenn' (Madness) (0 def, 3 armour) pair of hardened leather boots 'Glorenn' (Madness) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances penetration: +5% acid Changes damage: +3% acid / +15% temporal Life regen: +5.00 Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness A pair of boots made of leather. |
On hands | Sludgegrip (Misfortune) (0 def, 0 armour) Sludgegrip (Misfortune) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Curse of Misfortune These gloves are coated with a thick, green liquid. |
On head | clarifying linen wizard hat of frost (+15%) (Nightmares) (1 def, 0 armour) clarifying linen wizard hat of frost (+15%) (Nightmares) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun Changes resistances: +15% cold Changes damage: +10% cold Mental save: +6 (+2 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | savage's gold ring of perseverance (Madness) savage's gold ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+4 eff.) Stun/Freeze immunity: +23% Life regen: +1.00 Maximum stamina: +10.00 Curse of Madness Rings make your fingers look great! |
On fingers | Elemental Fury (Shrouds) Elemental Fury (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Shrouds This ring shines with many colors. |
Around neck | Flaresun the steel amulet Flaresun the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +16% temporal Changes damage: +3% arcane / +3% fire Talent mastery: +0.12 Cursed / Force of will Critical mult.: +5.00% Blindness immunity: +14% Pinning immunity: +25% Knockback immunity: +25% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
Main armor | woollen robe 'Amehir' (Shrouds) (10 def, 2 armour) woollen robe 'Amehir' (Shrouds) (10 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +6 Dex Changes resistances: +14% blight / +9% all Changes damage: +14% blight Only die when reaching: -60.00 life Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | Mucustrencher the cashmere cloak (Misfortune) (2 def, 0 armour) Mucustrencher the cashmere cloak (Misfortune) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 2 nature Changes stats: +2 Wil Changes resistances: +3% blight / +2% physical / +6% darkness Critical mult.: +5.00% Mental save: +7 (+2 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Pusnight the hardened leather belt (Nightmares) Pusnight the hardened leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 2 nature Changes resistances: +12% acid Spell save: +6 (+2 eff.) Poison immunity: +10% Silence immunity: +20% Pinning immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 Curse of Nightmares A belt that goes around your waist. |
Inventory
healing infusion of the warrior (heal 166; cd 13) healing infusion of the warrior (heal 166; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 428; 12 cd)regeneration infusion (heal 428; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 428 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. wild infusion (res 24%; mental, magical; dur 3; cd 16)wild infusion (res 24%; mental, magical; dur 3; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 30%; magical; dur 2; cd 12) wild infusion of the psychic (res 30%; magical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 2 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 nature talent. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of Avoidance Elixir of AvoidanceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your defense and ranged defense by six. A vial of opaque green fluid. |
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! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Shiversin the gold amulet Shiversin the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex Changes resistances: +6% temporal Changes damage: +6% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. mindweaver's voratun amulet (Nightmares)mindweaver's voratun amulet (Nightmares) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil Mental save: +14 (+5 eff.) Confusion immunity: +25% Mindpower: +15 (+4 eff.) Curse of Nightmares Amulets make your neck look great! |
restful copper amulet of dexterity (+2) restful copper amulet of dexterity (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Dex Life regen: +2.00 Amulets make your neck look great! |
Nightsong (Nightmares) Nightsong (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 Curse of Nightmares It can be used to activate talent Shadowstep (costing 29 power out of 50/50) : Effective talent level: 3.5 Power cost: 29 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring of corrosion (+22%) (Nightmares) copper ring of corrosion (+22%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Curse of Nightmares Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. thought-forged voratun battleaxe of erosion (Nightmares) (54-82 power, 4 apr)thought-forged voratun battleaxe of erosion (Nightmares) (54-82 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to reduce all saves and defense by 37 Damage (Melee): +28 nature / +35 mind When wielded/worn: Changes stats: +10 Cun / +10 Wil Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Prismrend the voratun dagger (Shrouds) (40-51 power, 9 apr)Prismrend the voratun dagger (Shrouds) (40-51 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 27% chance to reduce armor by 33% * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +20 nature Damage (radius 1) on hit: +4 light Damage (radius 2) on crit: +45 acid / +45 nature / +4 light / +8 lightning When wielded/worn: Armour penetration: +15 Changes resistances: +12% light Changes resistances penetration: +45% acid / +17% nature / +5% light Changes damage: +6% lightning Light radius: +2 Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun dagger of corruption (Corpses) (38-49 power, 9 apr)balanced voratun dagger of corruption (Corpses) (38-49 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +12 (+3 eff.) Disarm immunity: +42% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel dagger of projection (Shrouds) (18-23 power, 7 apr)elemental dwarven-steel dagger of projection (Shrouds) (18-23 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 76 acid damage (1/turn) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes resistances penetration: +19% acid Changes damage: +20% acid Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stormbringer's voratun dagger of rage (Nightmares) (38-49 power, 9 apr)stormbringer's voratun dagger of rage (Nightmares) (38-49 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +38 lightning / +45 cold When wielded/worn: Accuracy: +25 (+9 eff.) Changes stats: +7 Str Changes resistances penetration: +21% lightning / +18% cold Changes damage: +15% physical Movement speed: +50% Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stormbringer's voratun dagger of torment (Madness) (37-48 power, 9 apr)stormbringer's voratun dagger of torment (Madness) (37-48 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +36 lightning / +45 cold When wielded/worn: Changes resistances penetration: +25% lightning / +25% cold Movement speed: +49% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of ruin (Corpses) (67-100 power, 4 apr)voratun greatmaul of ruin (Corpses) (67-100 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Critical mult.: +44.00% Curse of Corpses Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. stormbringer's voratun greatsword of crippling (Corpses) (60-97 power, 4 apr)stormbringer's voratun greatsword of crippling (Corpses) (60-97 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +63 lightning / +63 cold When wielded/worn: Physical crit. chance: +20.0% Changes resistances penetration: +30% lightning / +31% cold Movement speed: +62% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty dragonbone longbow of acid (Corpses)mighty dragonbone longbow of acid (Corpses) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +27 acid When wielded/worn: Physical power: +23 (+6 eff.) Changes stats: +11 Str Changes damage: +32% acid Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Blood-Edge (Misfortune) (46-64 power, 7 apr)Blood-Edge (Misfortune) (46-64 power, 7 apr) Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 60% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +8% Curse of Misfortune It can be used to activate talent Bleeding Edge (costing 12 power out of 20/20) : Effective talent level: 5.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Eye of Summer (Madness) (8-9 power, 18 apr, fire damage) Eye of Summer (Madness) (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Madness This mindstar glows with a bright warm light, but seems somehow incomplete. |
This item will automatically be transmogrified when you leave the level. epiphanous living mindstar of balance (Nightmares) (16-18 power, 40 apr, mind damage)epiphanous living mindstar of balance (Nightmares) (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +23% mind Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+3 eff.) Equilibrium when hit: +2.50 Psi when firing a critical mind attack: +4.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +11% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted pulsing mindstar of flames (Shrouds) (12-14 power, 32 apr, nature damage) gifted pulsing mindstar of flames (Shrouds) (12-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 fire Changes resistances: +6% fire Changes resistances penetration: +5% fire Changes damage: +6% fire Talent granted: +1 Attune Mindstar Mindpower: +12 (+3 eff.) Mental crit. chance: +4% Global speed: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar 'Galeswift' (Corpses) (26-29 power, 40 apr, mind damage)living mindstar 'Galeswift' (Corpses) (26-29 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 26.5 - 29.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 lightning Damage (radius 2) on crit: +27 fire When wielded/worn: Changes resistances: +12% lightning Changes resistances penetration: +34% darkness / +25% physical Talent granted: +1 Attune Mindstar Physical save: +24 (+10 eff.) Mental save: +18 (+6 eff.) Mindpower: +42 (+11 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Corpses) (2-3 power, 12 apr, mind damage) mossy mindstar (Corpses) (2-3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Misfortune) (3-3 power, 12 apr, mind damage) mossy mindstar (Misfortune) (3-3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of resolve (Nightmares) (2-2 power, 12 apr, nature damage) mossy mindstar of resolve (Nightmares) (2-2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of sand (Corpses) (14-15 power, 32 apr, nature damage)pulsing mindstar of sand (Corpses) (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 physical Changes resistances: +14% physical Changes resistances penetration: +15% physical Changes damage: +17% physical Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Aryra the Rimeshear (Misfortune) (20-24 power, 4 apr, fire element) Aryra the Rimeshear (Misfortune) (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +5 Wil Changes resistances penetration: +10% mind / +15% fire Changes damage: +12% cold / +20% fire Talent granted: +1 Command Staff Psi when hit: +0.16 Spellpower: +9 (+3 eff.) Spell crit. chance: +13% Mental crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (Corpses) (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (Corpses) (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+6 eff.) Curse of Corpses It can be used to activate talent Arcane Supremacy (costing 12 power out of 20/20) : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level. blighted dragonbone magestaff of the prodigy (Nightmares) (30-36 power, 6 apr, fire element)blighted dragonbone magestaff of the prodigy (Nightmares) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +19 Mag / +20 Wil / +20 Cun Changes damage: +30% fire Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +40.00 Spellpower: +25 (+8 eff.) Spell crit. chance: +15% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff 'Corpserigor' (Corpses) (40-48 power, 6 apr, fire element)dragonbone magestaff 'Corpserigor' (Corpses) (40-48 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +14 Damage when hit (Melee): 14 arcane Changes stats: +3 Wil / +4 Mag Changes resistances penetration: +15% mind Changes damage: +40% fire / +9% nature / +18% physical Talent granted: +1 Command Staff Critical mult.: +40.00% Maximum stamina: +40.00 Maximum psi: +30.00 Spellpower: +20 (+6 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood vilestaff of wizardry (Madness) (25-30 power, 5 apr, acid element) infernal elven-wood vilestaff of wizardry (Madness) (25-30 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes stats: +3 Mag / +2 Wil Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +30.00% Maximum mana: +70.00 Spellpower: +25 (+8 eff.) Spell crit. chance: +4% See invisible: +10 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
magelord's yew vilestaff (Misfortune) (20-24 power, 4 apr, blight element) magelord's yew vilestaff (Misfortune) (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 23 arcane Changes damage: +20% blight Talent granted: +1 Command Staff Maximum mana: +28.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. chilling orichalcum trident of rage (Madness) (51-82 power, 16 apr)chilling orichalcum trident of rage (Madness) (51-82 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.0 - 81.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +30 cold When wielded/worn: Accuracy: +35 (+12 eff.) Changes stats: +16 Str Changes damage: +21% physical Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's dwarven-steel waraxe of evisceration (Shrouds) (18-25 power, 4 apr) plaguebringer's dwarven-steel waraxe of evisceration (Shrouds) (18-25 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 23 On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 blight When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 (+2 eff.) Disease immunity: +22% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of evisceration (Corpses) (40-57 power, 6 apr)voratun waraxe of evisceration (Corpses) (40-57 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+4 eff.) Curse of Corpses One-handed war axes. |
Zerorab (Corpses) (22 def, 6 armour) Zerorab (Corpses) (22 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +22 (+5 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +5% arcane / +15% darkness Changes damage: +9% mind Physical save: +9 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (Corpses) (1 def, 0 armour) linen cloak of the Shaloren (Corpses) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +1 Wil Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. resilient elven-silk cloak of mindcraft (Shrouds) (3 def, 0 armour)resilient elven-silk cloak of mindcraft (Shrouds) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun / +5 Wil Maximum life: +49.00 Mental crit. chance: +8% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (Madness) (0 def, 0 armour) linen robe (Madness) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven cashmere robe of power (Nightmares) (0 def, 0 armour)spellwoven cashmere robe of power (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +13% all Spell save: +23 (+8 eff.) Spellpower: +21 (+7 eff.) Spell crit. chance: +4% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of light (+15%) (Nightmares) (0 def, 0 armour) spellwoven linen robe of light (+15%) (Nightmares) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% light / +7% all Changes damage: +10% light Spell save: +16 (+5 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of tirelessness (Nightmares) (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% fire / +5% cold Stamina each turn: +0.40 Maximum stamina: +10.00 Curse of Nightmares A pair of boots made of leather. |
pair of rough leather boots of tirelessness (Misfortune) (0 def, 1 armour) pair of rough leather boots of tirelessness (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +12.00 Curse of Misfortune A pair of boots made of leather. |
dwarven-steel gauntlets 'Magmastreaker' (Corpses) (0 def, 2 armour) dwarven-steel gauntlets 'Magmastreaker' (Corpses) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Damage (Melee): 10 light Damage when hit (Melee): 6 fire Changes resistances: +10% light / +6% nature Changes resistances penetration: +25% fire Changes damage: +3% fire / +7% light / +21% mind When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 3). Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap 'Elamibeth' (Nightmares) (0 def, 11 armour)drakeskin leather cap 'Elamibeth' (Nightmares) (0 def, 11 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +2 Str / +16 Dex / +2 Mag / +2 Cun / +5 Con Changes resistances: +25% darkness Mental save: +6 (+2 eff.) Stamina each turn: +3.00 Stamina when hit: +2.70 Equilibrium when hit: +2.90 Infravision radius: +8 Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch elven-silk wizard hat of madness (Misfortune) (3 def, 0 armour)eldritch elven-silk wizard hat of madness (Misfortune) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Cun / +10 Wil Mental save: +30 (+9 eff.) Mana each turn: +3.00 Mana when hit: +2.40 Maximum mana: +110.00 Spellpower: +10 (+3 eff.) Mental crit. chance: +8% Curse of Misfortune It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 5.2 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 250 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.2 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 34% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened steel mail armour (Misfortune) (2 def, 13 armour)hardened steel mail armour (Misfortune) (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +9% acid / +8% physical / +8% cold / +8% lightning / +9% fire Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing stralite mail armour (Misfortune) (4 def, 8 armour)searing stralite mail armour (Misfortune) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage (Melee): 20 acid / 16 fire Damage when hit (Melee): 15 acid / 15 fire Changes resistances: +26% acid / +21% fire Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour of Toknor (Shrouds) (6 def, 4 armour)cured leather armour of Toknor (Shrouds) (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Critical mult.: +14.00% Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of lightning resistance (Shrouds) (20 def, 8 armour)rejuvenating drakeskin leather armour of lightning resistance (Shrouds) (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +29% lightning Life regen: +8.00 Stamina each turn: +2.40 Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. corrosive voratun shield of the stars (Nightmares) (0 def, 10 armour, 184.5 block)corrosive voratun shield of the stars (Nightmares) (0 def, 10 armour, 184.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 20% chance to reduce armor by 33% Changes stats: +11 Mag / +10 Cun / +5 Con Changes resistances: +20% acid / +18% light / +20% darkness Changes damage: +18% light / +19% darkness Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1242 alchemist agate 1242 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dwarven lantern 'Poravea'dwarven lantern 'Poravea' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +40 (+10 eff.) Changes stats: +7 Str / +20 Wil Changes resistances penetration: +34% physical Changes damage: +12% mind Maximum stamina: +40.00 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
7 bloodstone 7 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. |
8 fire opal 8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) 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 Activation costs 115 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 diamond 10 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. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 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 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
By Easey the Yeek Doomed level 35
49th Pyre 123rd year of Ascendancy at 21:50 see stats
By Easey the Yeek Doomed level 24
11st Haze 122nd year of Ascendancy at 02:17 see stats
By Easey the Yeek Doomed level 35
47th Pyre 123rd year of Ascendancy at 04:18 see stats
By Easey the Yeek Doomed level 39
1st Mirth 123rd year of Ascendancy at 13:03 see stats
By Easey the Yeek Doomed level 38
67th Pyre 123rd year of Ascendancy at 05:25 see stats
By Easey the Yeek Doomed level 33
46th Pyre 123rd year of Ascendancy at 03:28 see stats
By Easey the Yeek Doomed level 27
2nd Allure 123rd year of Ascendancy at 10:08 see stats
By Easey the Yeek Doomed level 27
2nd Allure 123rd year of Ascendancy at 08:20 see stats
By Easey the Yeek Doomed level 31
56th Regrowth 123rd year of Ascendancy at 12:37 see stats
By Easey the Yeek Doomed level 50
11st Regrowth 124th year of Ascendancy at 07:56 see stats
By Easey the Yeek Doomed level 24
11st Haze 122nd year of Ascendancy at 03:53 see stats
By Easey the Yeek Doomed level 45
3rd Haze 123rd year of Ascendancy at 23:52 see stats
By Easey the Yeek Doomed level 10
1st Summertide 122nd year of Ascendancy at 05:35 see stats
By Easey the Yeek Doomed level 20
6th Haze 122nd year of Ascendancy at 22:10 see stats
By Easey the Yeek Doomed level 30
5th Allure 123rd year of Ascendancy at 06:30 see stats
By Easey the Yeek Doomed level 40
27th Dusk 123rd year of Ascendancy at 06:34 see stats
By Easey the Yeek Doomed level 50
30th Haze 123rd year of Ascendancy at 16:25 see stats
By Easey the Yeek Doomed level 50
50th Haze 123rd year of Ascendancy at 18:00 see stats
By Easey the Yeek Doomed level 24
40th Haze 122nd year of Ascendancy at 13:43 see stats
By Easey the Yeek Doomed level 46
5th Haze 123rd year of Ascendancy at 02:24 see stats
By Easey the Yeek Doomed level 30
5th Allure 123rd year of Ascendancy at 23:20 see stats
By Easey the Yeek Doomed level 33
46th Pyre 123rd year of Ascendancy at 06:23 see stats
By Easey the Yeek Doomed level 11
53rd Dusk 122nd year of Ascendancy at 00:22 see stats
By Easey the Yeek Doomed level 38
67th Pyre 123rd year of Ascendancy at 13:44 see stats
By Easey the Yeek Doomed level 50
15th Regrowth 124th year of Ascendancy at 07:35 see stats
By Easey the Yeek Doomed level 14
54th Dusk 122nd year of Ascendancy at 10:02 see stats
By Easey the Yeek Doomed level 24
11st Haze 122nd year of Ascendancy at 02:17 see stats
By Easey the Yeek Doomed level 24
40th Haze 122nd year of Ascendancy at 13:13 see stats
By Easey the Yeek Doomed level 16
71st Dusk 122nd year of Ascendancy at 00:47 see stats
By Easey the Yeek Doomed level 50
15th Regrowth 124th year of Ascendancy at 07:37 see stats
By Easey the Yeek Doomed level 34
46th Pyre 123rd year of Ascendancy at 21:07 see stats
Log
Terror activates Bone Shield.
Terror is knocked back!
You have deflected 15 incoming damage!
You have deflected 16 incoming damage!
Easey resists the wave!
Shadow casts Fade.
Shadow fades!
Shadow resists the wave!
Terror is knocked back!
Terror activates Bone Shield.
Elandar's cold repulsion area effect hits Terror for (59 to bones), 0 cold, (59 to bones), 0 physical (0 total damage).
Elandar's cold repulsion area effect hits Terror for (59 to bones), 0 cold, (59 to bones), 0 physical (0 total damage).
Elandar's cold repulsion area effect hits Shadow for 0 cold, 0 physical (0 total damage).
Elandar's cold repulsion area effect hits Easey for (15 deflected), 15 cold, (16 deflected), 16 physical (32 total damage).
Easey uses Track.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
The dark tendrils dissipate.
Easey receives 64 healing from Unnatural Body.
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Triumph of the Way (Insane (Adventure) difficulty)!
Option unlocked: New game difficulty mode: Madness
Saving game...
Saving done.