Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Daeron Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, all spells, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING! Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Black Bikini 1.7.0Adds new artifact The Black Bikini (automatically changed to The Black Mankini for male characters) with stats identical to Black Robe and appearing at roughly the same depths. In addition, if the Ashes of Urh'Rok DLC is active, both Black Robe and The Black Bikini will be modified to be Obsidian Treasures (like the Black Ring and the Black Core), granting additional defense proportional to the player's total Shadow Power. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Godling 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Unlock Cultists of Entropy 1.7.6Couldn't figure out how to finish the day it came forbidden book so I made this instead. Adds an in-game menu item. Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Items Vault 1.7.6Donators/Buyers bonus! Birth Items 1.7.6Adds a few birth items to classes that I play, namely low-tier items that are useful early and class-specific but can't be reliably found. ---Current supported classes--- Forbidden Cults 1.7.4Official 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 | Madness Adventure |
Sex | Male |
Race | Shalore |
Class | Anorithil |
Level / Exp | 30 / 90% |
Size | big |
Lifes / Deaths | Killed by thief at level 9 on the 17th Dusk 122nd year of Ascendancy at 09:15 0 / 6Killed by Lisidheth the thief at level 13 on the 20th Haze 122nd year of Ascendancy at 07:39 Killed by Velinor the weaver young at level 13 on the 20th Haze 122nd year of Ascendancy at 09:11 Killed by Xanolera the skeleton magus at level 15 on the 47th Haze 122nd year of Ascendancy at 02:25 Killed by Xanolera the skeleton magus at level 15 on the 47th Haze 122nd year of Ascendancy at 03:45 Killed by Geezer at level 28 on the 50th Haze 122nd year of Ascendancy at 20:06 |
Primary Stats
Strength | 113 (base 13) |
Dexterity | 131 (base 12) |
Constitution | 141 (base 51) |
Magic | 148 (base 60) |
Willpower | 89 (base 34) |
Cunning | 89 (base 25) |
Resources
Mana | 555/564 |
Negative | 57/117 |
Life | 1141/1141 |
Positive | 97/97 |
Stamina | 382/382 |
Psi | 113/158 |
Healing Factor | 2.5 |
Regeneration | 15.625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +142.07023066816% |
Spell | +25.563131654597% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 24 |
See Stealth | 89.065244423718 |
See Invisible | 89.065244423718 |
Offense: Mainhand
Damage | 207 |
Accuracy | 82 |
Crit Chance | 54% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 100% |
Speed | 0.7964121209965 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
Acid | +41% |
Blight | +41% |
Arcane | +12% |
Cold | +45% |
All | 0% |
Lightning | +34% |
Light | +77% |
Physical | +10% |
Fire | +156% |
Darkness | +125% |
Offense: Damage Penetration
Darkness | +39% |
Fire | +12% |
Light | +20% |
Defense: Base
Armour (hardiness) | 126.18168135445 (100%) |
Defense | 79 |
Ranged Defense | 79 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 77 |
Mental Save | 46 |
Defense: Resistances
Acid | + 56%( 78%) |
Blight | + 50%( 78%) |
Arcane | + 33%( 78%) |
Cold | + 62%( 78%) |
All | + 29%( 78%) |
Lightning | + 56%( 78%) |
Light | + 88%( 88%) |
Darkness | + 82%( 88%) |
Fire | + 78%( 78%) |
Nature | + 57%( 78%) |
Defense: Immunities
Pinning Resistance | 29% |
Confusion Resistance | 30% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 14% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 163 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 490.96 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 134 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 831 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Star fury | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Blaze | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Rainfall | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Twilight | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.42 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.62 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Secrets of the Eternals |
talent | Skate |
talent | Chant of Resistance |
talent | Corona |
talent | Augmentation |
talent | Hymn of Shadows |
talent | Drench |
talent | Defensive Posture |
talent | Shock Hands |
talent | Astral Inferno |
talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Arolrabeth the blood lich. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Veladakira the orc summoner. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Nerotha the vampire lord. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Geezer. Escort: lost warrior (level 8 of Dreadfell) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed minotaur nose. * You've found the needed naga tongue. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Psionic focus | Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Light source | Twilight Heart Twilight HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 6 When wielded/worn: Changes stats: +10 Mag / +10 Con Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light / +10% darkness Changes resistances penetration: +20% light / +20% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +10% light / +10% darkness Talent masteries: +0.20 Celestial / Eclipse +0.20 Celestial / Sunlight +0.20 Celestial / Twilight Spellpower: +10 (+2 eff.) Infravision radius: +16 The heart seems to emit twilight when you deal darkness damage. Standing on twilit tiles, you feel stronger. Talent on hit(spell): Suncloak (15% chance level 5). Talent on hit(spell): Invoke Darkness (15% chance level 5). This dark grey heart is basked in the power of sun and moon intertwined. Dim twilight dictates its surroundings, blending sunlight and moonlight. |
On head | Netheric Diadem (0 def, 0 armour) Netheric Diadem (0 def, 0 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +8% cold / +10% darkness / +5% fire Talent category bonus: +0.20 Demented Damage affinity(heal): +10% darkness / +7% temporal Talent granted: +1 Nether Resonance Infravision radius: +2 Nether Resonance: increases Light resist by 74% (half Magic stat) and Nature resist by 44% (half of Willpower stat). A symbol of rulership from a lost reality, long ago consumed by the Void. |
On feet | Vorurin (18 def, 5 armour) Vorurin (18 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+4 eff.) Changes stats: +7 Str / +13 Dex / +2 Wil / +6 Con Changes damage: +12% arcane / +10% physical Critical mult.: +5.00% Pinning immunity: +28% Stun/Freeze immunity: +30% Knockback immunity: +25% Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Size category: +1 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: 3.5 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 32% for 5 turns. A pair of boots made of leather. |
Tool | Sigil of the Enclave Sigil of the EnclavePowered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Str Talent masteries: +0.20 Wild-gift / Call of the wild +0.22 Spell / Staff combat +0.20 Technique / Tireless Combatant +0.22 Wild-gift / Mindstar mastery Talents granted: +1 Bastion +1 Arcanist +1 Willbreaker Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
On fingers | gold Lifebinding Emerald ring gold Lifebinding Emerald ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +18 (+4 eff.) Damage (Melee): 10 shadowflame Damage (Ranged): 7 draining blight Changes stats: +12 Dex / +3 Wil / +8 Cun / +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Spell save: +10 (+2 eff.) Stun/Freeze immunity: +30% Life regen: +2.00 Hate when firing a critical mind attack: +5.00 Maximum hate: +4.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +2% Healing mod.: +30% Rings make your fingers look great! |
On fingers | Lifebinding Emerald ring Lifebinding Emerald ringPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 6 When wielded/worn: Changes stats: +15 Con / +20 Mag Changes resistances: +20% darkness / +10% blight Changes resistances penetration: +20% darkness Changes damage: +20% darkness Damage affinity(heal): +15% nature Talent mastery: +0.60 Celestial / Star fury Talent cooldown: Starfall (-6 turns) Stun/Freeze immunity: +30% Life regen: +2.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +20% Healing mod.: +30% Talent on hit(spell): Starfall (20% chance level 6). Once upon a time mortals gazed at the stars, lamenting at their distant beauty, wishing they would come closer one day. Through the ages the longing lingered, leaving behind a memory granting every so often a fleeting gaze from the stars. |
Around neck | Bloodfire Whorl Bloodfire WhorlPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +2 Wil / +1 Mag Changes resistances: +6% arcane Talent granted: +1 Inner Flame Physical save: +12 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 80.88%, Fire Affinity by 51.47%, and Fire Damage by 94.36%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
In main hand | Radiancenaught the dragonbone starstaff (41-49 power, 6 apr, blight element) Radiancenaught the dragonbone starstaff (41-49 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +41% acid / +41% darkness / +41% blight / +41% fire / +6% cold Talent granted: +1 Command Staff Critical mult.: +16.00% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +29 (+6 eff.) Spell crit. chance: +20% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
On hands | alchemist's drakeskin leather gloves of war-making (0 def, 3 armour) alchemist's drakeskin leather gloves of war-making (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +3 Damage (Melee): 4 acid / 4 fire / 7 cold / 10 lightning Changes stats: +4 Mag / +3 Wil Critical mult.: +13.00% Spell crit. chance: +19% Mental crit. chance: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 470, based on Magic) for 10 turns Activation costs 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Cloak | resplendent cashmere cloak of mindcraft (2 def, 0 armour) resplendent cashmere cloak of mindcraft (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Mag / +7 Wil / +3 Cun Changes resistances cap: +8% all Physical save: +7 (+3 eff.) Maximum life: +36.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | empyreal elven-silk robe of darkness (+15%) (0 def, 0 armour) empyreal elven-silk robe of darkness (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Dex Changes resistances: +15% darkness / +15% all Changes damage: +18% lightning / +23% light / +10% darkness Spellpower: +7 (+2 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 340; cd 14) healing infusion of the duelist (heal 340; cd 14)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 instantly heal yourself for 340 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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. |
movement infusion of the warrior (speed 744%; cd 12) movement infusion of the warrior (speed 744%; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 744% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
acid wave rune of the wizard (damage 694; dur 4; cd 17) acid wave rune of the wizard (damage 694; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 unleash a cone dealing 694.57 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
manasurge rune of the duelist (regen 1874% over 10 turns; mana 93; cd 13) manasurge rune of the duelist (regen 1874% over 10 turns; mana 93; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1874% for 10 turns (496 total) and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 spell talent. |
shielding rune of the duelist (absorb 683; dur 6; cd 16) shielding rune of the duelist (absorb 683; dur 6; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 683 damage for 6 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 spell talent. Press to compare to your current inscriptions |
teleportation rune of the wizard (range 207; cd 19) teleportation rune of the wizard (range 207; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 207 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
thaumetic copper amulet of the eclipse thaumetic copper amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 28% * 5% chance to blind Changes stats: +2 Mag / +2 Wil Changes resistances: +6% arcane Changes damage: +5% light / +6% darkness Amulets make your neck look great! |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 20 power out of 35/35) : Effective talent level: 4.2 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 402 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
thaumetic steel amulet of agony thaumetic steel amulet of agonyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 10 bleed Changes stats: +2 Mag / +1 Wil / +4 Con Changes resistances: +7% arcane Changes resistances penetration: +7% acid / +7% blight Amulets make your neck look great! |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
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 (+11 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). 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. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets make your neck look great! |
gold amulet of agony gold amulet of agonyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 bleed Changes stats: +5 Con Changes resistances penetration: +7% acid / +7% blight Amulets make your neck look great! |
marauder's gold amulet marauder's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 11 bleed Changes stats: +5 Str / +5 Dex Changes damage: +6% bleed It can be used to activate talent Frenzy, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Assault nearby foes with 4 fast attacks for 33% (at 0 Hate) to 66% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby. At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by -28 for 4 turns. The damage multiplier and Defense reduction increase with your Strength. This talent will also attack with your shield, if you have one equipped. Amulets make your neck look great! |
vitalizing gold amulet of vision vitalizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Blindness immunity: +20% Life regen: +7.00 Maximum life: +38.00 Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
enraging stralite amulet enraging stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +8% physical Combat speed: +10% Amulets make your neck look great! |
mindweaver's stralite amulet of constitution (+3) mindweaver's stralite amulet of constitution (+3)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Con / +3 Wil Mental save: +9 (+3 eff.) Confusion immunity: +16% Mindpower: +11 (+3 eff.) Amulets make your neck look great! |
copper Lifebinding Emerald ring copper Lifebinding Emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +15 Con / +4 Lck Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Mind On My Money (costing 17 power out of 30/30) : Effective talent level: 2.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Contemplate your wealth and draw power from it, gaining 100.00 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
copper Lifebinding Emerald ring copper Lifebinding Emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +5 Dex / +5 Cun / +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 177% 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 make your fingers look great! |
Frigidglory the steel ring Frigidglory the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +28% light Changes resistances penetration: +10% darkness / +10% cold Changes damage: +15% cold / +14% light / +9% arcane Critical mult.: +20.00% Mana when firing critical spell: +2.00 Maximum vim: +20.00 Rings make your fingers look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 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 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. |
Rimewither the steel ring Rimewither the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +12 Defense: +30 (+6 eff.) Damage when hit (Melee): 10 cold Changes stats: +10 Str Changes resistances: +7% temporal Physical save: +6 (+2 eff.) Teleport immunity: +28% Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Voromina' steel ring 'Voromina'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +28% lightning Changes damage: +14% lightning / +9% temporal / +30% arcane / +9% blight Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Rings make your fingers look great! |
wizard's steel ring of misery wizard's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 35 Damage (Melee): 10 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 35 Damage (Ranged): 10 physical Changes stats: +4 Cun / +4 Mag Spell save: +8 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : 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 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
wizard's steel ring of sensing wizard's steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Blindness immunity: +28% Infravision radius: +4 See stealth: +7 See invisible: +9 Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
gold Lifebinding Emerald ring gold Lifebinding Emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Defense: +10 (+2 eff.) Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 177% 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 make your fingers look great! |
gold Lifebinding Emerald ring gold Lifebinding Emerald ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +15.00 Maximum life: +64.00 Healing mod.: +42% Rings make your fingers look great! |
gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Defense: +11 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 177% 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 make your fingers look great! |
Eclipse (18-21 power, 4 apr, darkness element) Eclipse (18-21 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag 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: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Penitence (15-18 power, 4 apr, nature element) Penitence (15-18 power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+3 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to cure up to 6 diseases or poisons (based on Magic) Activation costs 6 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Staff of Destruction (20-24 power, 4 apr, fire element) Staff of Destruction (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
The Schism (20-24 power, 4 apr, arcane element) The Schism (20-24 power, 4 apr, arcane element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When this weapon crits: Unstable Vortex (16% chance level 2). When wielded/worn: Changes resistances penetration: +12% arcane / +12% temporal Changes damage: +21% arcane / +13% temporal Mana each turn: +2.00 Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): -1 Each turn the stats on this staff fluctuate and the damage type has a 50% chance to change from Temporal to Arcane and vice versa. This 'staff' is short enough to be wielded in one hand and is too unstable to command. Talent on hit(spell): Manahread (13% chance level 3). Talent on hit(spell): Scismlash (11% chance level 3). This staff, whose upper half seems trapped in a never ending explosion, looks like it was an attempt to blend arcane and temporal energies. The result is both wildly successful and horribly unstable. |
dragonbone starstaff of greater warding (30-36 power, 6 apr, darkness element) dragonbone starstaff of greater warding (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +12 (+3 eff.) Maximum wards: +3 darkness Changes damage: +30% darkness Talents granted: +3 Ward +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Hydra's Bite (56-61 power, 7 apr) Hydra's Bite (56-61 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stats: 101% Wil, 45% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Moon (10-13 power, 0 apr) Moon (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 22% Wil, 22% Cun Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 22% Wil, 22% Cun Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Oathblade (22-30 power, 0 apr) Oathblade (22-30 power, 0 apr)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stats: 79% Wil, 20% Mag, 33% Cun Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% Block value: +24 Damage conversion: 13% light When wielded/worn: Accuracy: +5 (+1 eff.) Damage when hit (Melee): 2 arcane Changes damage: +13% physical Talents granted: +1 Lightbound Oath +1 Block Blindness immunity: +20% Confusion immunity: +10% Stamina when hit: +1.20 This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 58% chance to parry attacks, reducing damage taken by up to 25% and deal 396% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
Eye of Winter (8-8 power, 18 apr, cold damage) Eye of Winter (8-8 power, 18 apr, cold 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: 50% Wil, 30% Cun Damage type: Cold 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: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
hellwrought elven-silk robe of Linaniil (0 def, 0 armour) hellwrought elven-silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +15% blight / +6% fire / +7% darkness Changes damage: +15% blight / +10% fire / +5% darkness Mana each turn: +0.22 Maximum mana: +69.00 Maximum vim: +10.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 14 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Cloak of Ten Thousand Leaves (10 def, 0 armour) Cloak of Ten Thousand Leaves (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +19% darkness Changes damage: +14% darkness / +11% nature Damage affinity(heal): +11% nature Talent masteries: +0.30 Cunning / Survival +0.30 Cursed / Darkness Each step you take heals you for 3.2% of your max life. It can be used to Cloak yourself in the leaves of your cloak to enter stealth for 5 turns Activation costs 17 power out of 50/50. This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies. |
Poncho With No Name (0 def, 0 armour) Poncho With No Name (0 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Damage (Ranged): 12 physical Changes stats: +5 Lck / +3 Dex Reduced damage from: +12% Humanoid After killing a humanoid, gain a stack of Manhunter for 5 Turns. Each stack increases attack by 5, critical damage by 10% and all damage to humanoids by 10% This long hoodless poncho seems like it has seen better days. It is covered in patches from the various bounty hunters that have worn it over the years. |
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 (+3 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Ravenscale Boots (8 def, 1 armour) Ravenscale Boots (8 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +8 (+2 eff.) Fatigue: -2% Changes stats: +3 Cun Changes resistances penetration: +6% nature / +6% darkness Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Movement speed: +12% It can be used to activate talent Sudden Assault (costing 12 power out of 25/25) : Effective talent level: 2.5 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Lunge toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can knock the target off-guard for 4 turns if it hits, increasing their ability to be critically hit. One of several pairs, worn by a group of mercenary scoundrels infamous for their sudden and savage assaults. |
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: 6.3 Power cost: 12 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 7.7 Power cost: 10 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+2 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature 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. |
aquamarine 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 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. |
3 amethyst 3 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. |
onyx 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. |
emerald 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 garnet 2 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. |
quartz 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 Lifebinding Emerald 4 Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(141 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 432.37 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
ley-lined alchemist's lamp of pyromancy ley-lined alchemist's lamp of pyromancyPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Damage affinity(heal): +8% nature / +7% arcane Light radius: +4 It can be used to Unleash a fiery explosion, inflicting 422.50 Fireburn damage in radius 4 (based on Magic), possibly stunning creatures in the area for 6 turns Activation costs 15 power out of 30/30. A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven-steel pickaxe 'Tulugund' (dig speed 31 turns) dwarven-steel pickaxe 'Tulugund' (dig speed 31 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +2 Str / +4 Mag / +5 Wil Changes resistances penetration: +10% mind Changes damage: +12% mind Critical mult.: +20.00% Maximum mana: +34.00 Maximum psi: +50.00 Spell crit. chance: +8% Mindpower: +10 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
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. |
voratun torque of mindblast 'Morningnull' [power 350] (9 cooldown) voratun torque of mindblast 'Morningnull' [power 350] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +3% light / +3% mind Changes resistances penetration: +25% light Changes damage: +3% mind It can be used to blast the opponent's mind dealing 350 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 54% for 2 turns. * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 277 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 20 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
By Geezer the Shalore Anorithil level 30
54th Haze 122nd year of Ascendancy at 03:01 see stats
By Geezer the Shalore Anorithil level 30
51st Haze 122nd year of Ascendancy at 06:03 see stats
By Geezer the Shalore Anorithil level 16
47th Haze 122nd year of Ascendancy at 10:45 see stats
By Geezer the Shalore Anorithil level 8
5th Mirth 122nd year of Ascendancy at 22:35 see stats
By Geezer the Shalore Anorithil level 10
17th Dusk 122nd year of Ascendancy at 14:18 see stats
By Geezer the Shalore Anorithil level 20
48th Haze 122nd year of Ascendancy at 14:09 see stats
By Geezer the Shalore Anorithil level 30
50th Haze 122nd year of Ascendancy at 23:50 see stats
By Geezer the Shalore Anorithil level 4
76th Pyre 122nd year of Ascendancy at 11:15 see stats
By Geezer the Shalore Anorithil level 18
47th Haze 122nd year of Ascendancy at 23:35 see stats
By Geezer the Shalore Anorithil level 6
76th Pyre 122nd year of Ascendancy at 20:01 see stats
By Geezer the Shalore Anorithil level 8
8th Mirth 122nd year of Ascendancy at 07:02 see stats
By Geezer the Shalore Anorithil level 26
50th Haze 122nd year of Ascendancy at 05:30 see stats
By Geezer the Shalore Anorithil level 15
38th Haze 122nd year of Ascendancy at 13:15 see stats
By Geezer the Shalore Anorithil level 8
5th Mirth 122nd year of Ascendancy at 22:35 see stats
By Geezer the Shalore Anorithil level 8
5th Mirth 122nd year of Ascendancy at 22:35 see stats
By Geezer the Shalore Anorithil level 29
50th Haze 122nd year of Ascendancy at 23:50 see stats
Log
Geezer activates Shock Hands.
Geezer deactivates Corona.
Geezer activates Corona.
Geezer deactivates Beyond the Flesh.
Geezer activates Beyond the Flesh.
Quest 'A mysterious staff' is done! (Press 'j' to see the quest log)
Personal New Achievement: A dangerous secret (Madness (Adventure) difficulty)!
The elder points to Reknor on your map, to the north on the western side of the Iron Throne.
Accepted quest 'Let's hunt some Orc'! (Press 'j' to see the quest log)
There is an exit to the worldmap here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 55th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 56th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:18.
Today is the 57th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You carefully open the door and enter the underground crypt...
As you enter you notice the door has no visible handle on the inside. You are stuck here!
Geezer's light no longer sears the soul.
The iridescent rain around Geezer fades away and disappears.