











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Cultist of Entropy |
Level / Exp | 48 / 54% |
Size | medium |
Lifes / Deaths | Killed by Velukira the large white snake at level 37 on the 1st Summertide 123rd year of Ascendancy at 04:20 2 / 5Killed by Ce'Nemira the orc grand master assassin at level 43 on the 7th Haze 123rd year of Ascendancy at 20:36 Killed by orc pyromancer at level 47 on the 64th Haze 123rd year of Ascendancy at 10:21 Killed by Combat Trainer Ce'Nywyn at level 48 on the 78th Haze 123rd year of Ascendancy at 07:01 Killed by Emotha the orc cryomancer at level 48 on the 8th Decay 123rd year of Ascendancy at 20:59 |
Primary Stats
Strength | 34 (base 18) |
Dexterity | 18 (base 11) |
Constitution | 80 (base 66) |
Magic | 83 (base 60) |
Willpower | 28 (base 8) |
Cunning | 66 (base 56) |
Resources
Life | 995/995 |
Mana | 472/472 |
Insanity | 0/100 |
Healing Factor | 1.7810366327279 |
Regeneration | 43.190138343652 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -9.9920072216264E-13% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13.132091952673 |
Offense: Mainhand
Damage | 57 |
Accuracy | 20 |
Crit Chance | 21% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 90 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Arcane | +20% |
Cold | +32% |
All | +17% |
Lightning | +57% |
Light | +38% |
Physical | +35% |
Fire | +20% |
Darkness | +98% |
Offense: Damage Penetration
Darkness | +75% |
Light | +30% |
Temporal | +51% |
Nature | +45% |
Arcane | +55% |
Cold | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 32.983211278655 (35.65183292883%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 41 |
Mental Save | 35 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 34%( 70%) |
Physical | + 26%( 70%) |
Cold | + 33%( 70%) |
All | + 25%( 70%) |
Lightning | + 44%( 70%) |
Light | + 64%( 70%) |
Temporal | + 34%( 70%) |
Mind | + 37%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 40%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Silence Resistance | 90% |
Confusion Resistance | 70% |
Instadeath Resistance | 100% |
Stun Resistance | 98% |
Poison Resistance | 42% |
Blind Resistance | 26% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 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 74 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 659% 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental and physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Demented / Oblivion | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Entropy | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Chronophage | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Generic Talents
Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Demented / Calamity | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Twofold Curse |
talent | Revelation |
talent | Grand Oration |
beneficial effect | Increases defense by 8. Mobile Defense |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Ematira the skeleton warrior. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Silyda the fiery orc wyrmic. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glyrinne the rattlesnake. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Silera the lesser vampire. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 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. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1138. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 21% chance to reduce all saves and defense by 36 Changes resistances penetration: +10% arcane / +26% temporal Silence immunity: +49% Confusion immunity: +40% Stun/Freeze immunity: +48% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +25 (+5 eff.) Spell crit. chance: +7% Damage Shield penetration: +31% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused 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 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 93, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 546.48 darkness damage (based on Mindpower and charge) Activation costs 10 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. |
On head | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 darkness Changes resistances: +18% light / +35% darkness Changes resistances penetration: +25% darkness / +25% cold Changes damage: +27% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +3% light / +2% physical Changes resistances penetration: +5% light Physical save: +6 (+2 eff.) Poison immunity: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +8 Wil Changes resistances: +12% temporal / +15% mind / +6% darkness Disease immunity: +20% Silence immunity: +21% Hate when firing a critical mind attack: +3.00 Spellpower: +14 (+3 eff.) Mindpower: +15 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Damage when hit (Melee): 2 light Changes stats: +9 Str / +10 Con Changes resistances: +13% blight / +6% acid / +15% nature / +6% light Changes resistances penetration: +20% arcane Changes damage: +3% acid / +3% arcane / +6% light Poison immunity: +22% Disease immunity: +20% Life regen: +20.00 Maximum life: +100.00 Healing mod.: +16% Rings make your fingers look great! |
Around waist | ![]() Powered 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 307, based on Magic) for 10 turns Activation costs 20 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. |
In main hand | ![]() Requires: - Magic 48 Crafted by a master 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: Changes resistances: +12% acid / +21% fire / +12% light Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 15.66% Physical save: +15 (+5 eff.) Mental save: +9 (+5 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +20% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 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 (+2 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. |
Main armor | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +5 Wil Changes resistances: +11% lightning / +11% cold / +6% nature / +13% all Changes resistances penetration: +15% darkness / +20% nature Changes damage: +25% lightning / +18% physical / +9% darkness / +15% cold / +17% all Spell save: +27 (+9 eff.) Spellpower: +23 (+4 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +11 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Mag Changes damage: +3% fire Critical mult.: +42.00% Stealth bonus: +8 Maximum vim: +30.00 Spellpower: +20 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% light / +13% darkness Blindness immunity: +26% Silence immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Maximum life: +100.00 Healing mod.: +20% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 237 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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. |
![]() 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 increase movement speed by 472% 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 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. |
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 840% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. 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. |
![]() 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: 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 94 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. 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. |
![]() 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: 14 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 148 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 Cunning 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. |
![]() 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: 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 129 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 Constitution 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. |
![]() 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: 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 100 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 Constitution 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. |
![]() 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: 15 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 202 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 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. |
![]() 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 345 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +4 Dex / +2 Mag / +4 Cun / +4 Con Changes resistances: +6% blight / +6% temporal Changes resistances penetration: +20% temporal Changes damage: +5% light / +5% temporal / +5% darkness / +5% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex / +2 Con Changes resistances penetration: +10% light Talent masteries: +0.22 Demented / Entropy +0.22 Demented / Oblivion Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +9 Amulets make your neck look great! |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +10 Dex / +5 Mag / +3 Wil / +9 Cun / +7 Con Changes resistances: +15% physical Changes damage: +12% blight Talent mastery: +0.40 Cunning / Survival Life regen: +4.00 Stamina each turn: +2.00 See invisible: +6 Movement speed: +10% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +7 Str / +4 Con Changes resistances cap: +6% all Changes resistances penetration: +25% fire Changes damage: +30% blight Reduces incoming crit damage: 15.00% Physical save: +25 (+8 eff.) Mana when firing critical spell: +2.00 Infravision radius: +3 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +1 Wil Changes resistances: +16% temporal Changes resistances penetration: +5% blight Mental save: +15 (+7 eff.) Blindness immunity: +25% Pinning immunity: +28% Knockback immunity: +27% Life regen: +4.00 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +5% arcane Changes damage: +18% cold Critical mult.: +10.00% Spell save: +12 (+4 eff.) Psi when hit: +0.08 Maximum hate: +2.00 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Changes stats: +2 Wil / +4 Con Changes resistances: +6% lightning Changes resistances cap: +5% all Changes damage: +24% lightning Physical save: +18 (+6 eff.) Mental save: +9 (+5 eff.) Confusion immunity: +14% Mindpower: +9 (+2 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 37 * 10% chance to reduce damage dealt by 29% Changes stats: +4 Cun Changes resistances: +12% lightning / +9% darkness Changes resistances penetration: +5% blight Changes damage: +3% darkness Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +4 Dex / +3 Wil Changes resistances penetration: +25% darkness Changes damage: +12% darkness / +12% temporal Physical save: +19 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+7 eff.) Light radius: +3 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Talent mastery: +0.10 Demented / Timethief Amulets make your neck look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con / +2 Wil Mental save: +6 (+3 eff.) Confusion immunity: +12% Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes resistances cap: +5% all Physical save: +22 (+7 eff.) Cut immunity: +70% Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 323 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Cut immunity: +40% Life regen: +1.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 250 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 29% * 6% chance to blind Changes damage: +7% light / +5% darkness Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +30 (+9 eff.) Changes stats: +8 Con Changes resistances: +3% nature / +6% fire Reduces incoming crit damage: 15.00% Cut immunity: +20% Teleport immunity: +20% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Str / +4 Dex / +5 Wil Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +5 (+1 eff.) Armour: +6 Defense: +25 (+8 eff.) Changes stats: +6 Dex / +2 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 47% Damage when hit (Melee): 10 acid Changes resistances: +6% mind Changes damage: +12% acid Blindness immunity: +23% Infravision radius: +5 See stealth: +14 See invisible: +13 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes resistances: +32% darkness Changes damage: +27% lightning / +12% cold / +16% darkness Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Physical power: +13 (+3 eff.) Changes stats: +8 Str / +8 Dex / +13 Wil / +12 Cun / +8 Con Changes resistances: +6% lightning Changes resistances penetration: +20% mind Changes damage: +6% mind Mental save: +18 (+8 eff.) Maximum hate: +4.00 Mindpower: +20 (+5 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +5 Mag / +3 Cun Changes resistances: +15% cold / +36% fire Changes resistances penetration: +25% arcane Changes damage: +18% fire Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Infravision radius: +3 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +24 Defense: +25 (+8 eff.) Changes stats: +9 Str Changes resistances: +9% cold / +18% light / +15% temporal Poison immunity: +20% Cut immunity: +20% Silence immunity: +20% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +6 Defense: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +6 Str Changes resistances: +9% temporal Changes damage: +12% temporal Physical save: +14 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+5 eff.) Stamina each turn: +2.00 Rings make your fingers look great! |
![]() Infused 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 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% 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. |
![]() Infused 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. |
![]() Powered 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? |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +6.00 Maximum life: +47.00 Healing mod.: +11% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Silence immunity: +25% Mana each turn: +0.13 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +7.00 Maximum life: +49.00 Healing mod.: +13% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Blindness immunity: +20% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +5 Dex Changes resistances: +13% blight Changes damage: +13% blight Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Changes resistances: +19% acid / +25% fire / +11% lightning / +21% cold Maximum encumbrance: +33 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Mag Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +10 (+3 eff.) Changes stats: +6 Cun / +6 Dex Spellpower: +8 (+1 eff.) Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Defense: +30 (+9 eff.) Changes stats: +2 Str / +4 Mag / +2 Wil / +4 Cun Spellpower: +6 (+1 eff.) Infravision radius: +3 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Mag Mental save: +8 (+4 eff.) Poison immunity: +20% Silence immunity: +20% Confusion immunity: +31% Mental crit. chance: +7% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes resistances: +12% cold Changes resistances penetration: +15% mind / +25% cold Changes damage: +9% mind / +6% cold Life regen: +10.00 Maximum life: +56.00 Healing mod.: +13% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +5 (+3 eff.) Confusion immunity: +21% Rings make your fingers look great! |
![]() 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 36 Damage (Melee): 9 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 36 Damage (Ranged): 11 physical Changes stats: +3 Cun 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 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +5 Cun / +9 Str Changes resistances: +31% cold Changes damage: +9% light Reduces incoming crit damage: 15.52% Disarm immunity: +20% Teleport immunity: +20% Only die when reaching: -40.00 life Healing mod.: +15% Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Silence immunity: +20% Mana each turn: +0.10 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Rings make your fingers look great! |
![]() 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: Damage when hit (Melee): 10 darkness Changes stats: +2 Str / +4 Mag / +3 Cun Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +30% temporal / +30% light / +30% physical / +6% arcane / +30% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Maximum pos.energy: +20.69 Maximum neg.energy: +20.69 Spellpower: +28 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 36 Damage when hit (Melee): 6 mind Changes stats: +13 Cun / +14 Wil Changes resistances: +12% mind / +9% fire Changes resistances penetration: +5% acid / +5% fire Damage against: +72% Summoned Reduced damage from: +66% Summoned Critical mult.: +14.00% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight Changes resistances penetration: +10% acid Mindpower: +20 (+5 eff.) Mental crit. chance: +3% Light radius: +3 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Con Changes resistances: +6% light Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) See invisible: +3 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +4 Mag Changes resistances: +10% cold / +10% fire Changes damage: +12% nature Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +25 (+5 eff.) A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +2 Dex Changes resistances: +16% blight / +9% temporal / +15% nature / +12% lightning Physical save: +12 (+4 eff.) Life regen: +4.00 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +13% darkness Changes resistances penetration: +13% darkness Changes damage: +24% darkness Stealth bonus: +8 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +30% temporal / +15% all Changes damage: +18% arcane / +30% temporal Reduces incoming crit damage: 10.00% Spell save: +15 (+5 eff.) Mental save: +9 (+5 eff.) Cut immunity: +20% Confusion immunity: +20% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +31 (+6 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+9 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% blight / +14% darkness / +14% mind / +13% all Physical save: +13 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +24 (+10 eff.) Life regen: +3.10 Maximum life: +68.00 Healing mod.: +18% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Mag Changes resistances: +6% fire Changes damage: +6% fire Spell save: +9 (+3 eff.) Silence immunity: +30% Confusion immunity: +28% Stun/Freeze immunity: +31% Mana when firing critical spell: +2.00 Spellpower: +10 (+2 eff.) Damage Shield penetration: +30% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Stamina each turn: +0.40 Maximum life: +44.00 Movement speed: +35% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +20 (+7 eff.) Damage when hit (Melee): 17 fire Changes resistances: +3% acid / +7% fire / +7% light / +2% physical Changes damage: +7% darkness Damage affinity(heal): +5% darkness Mental save: +9 (+5 eff.) Light radius: +4 Infravision radius: +3 See stealth: +13 See invisible: +9 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 463.80 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 622.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +1 Wil Light radius: +3 It can be used to blast the opponent's mind dealing 198 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 113 for 5 turns Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +15% nature Critical mult.: +20.00% Spell save: +12 (+4 eff.) Teleport immunity: +20% Life regen: +4.00 Healing mod.: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 524 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +21% acid / +5% arcane / +15% blight Changes damage: +9% light Teleport immunity: +20% Life regen: +4.18 Only die when reaching: -83.52 life It can be used to harden the skin for 7 turns increasing armour by 64 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +15% lightning / +24% fire Changes resistances penetration: +25% darkness Changes damage: +30% darkness / +12% fire It can be used to harden the skin for 7 turns increasing armour by 63 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Clawsius the Doomelf Cultist of Entropy level 34
1st Mirth 123rd year of Ascendancy at 07:18 see stats
By Clawsius the Doomelf Cultist of Entropy level 34
78th Pyre 123rd year of Ascendancy at 17:14 see stats
By Clawsius the Doomelf Cultist of Entropy level 38
2nd Flare 123rd year of Ascendancy at 07:52 see stats
By Clawsius the Doomelf Cultist of Entropy level 43
78th Dusk 123rd year of Ascendancy at 05:08 see stats
By Clawsius the Doomelf Cultist of Entropy level 37
2nd Summertide 123rd year of Ascendancy at 23:59 see stats
By Clawsius the Doomelf Cultist of Entropy level 9
29th Dusk 122nd year of Ascendancy at 07:26 see stats
By Clawsius the Doomelf Cultist of Entropy level 36
10th Mirth 123rd year of Ascendancy at 20:16 see stats
By Clawsius the Doomelf Cultist of Entropy level 32
41st Pyre 123rd year of Ascendancy at 09:15 see stats
By Clawsius the Doomelf Cultist of Entropy level 22
13rd Regrowth 123rd year of Ascendancy at 08:40 see stats
By Clawsius the Doomelf Cultist of Entropy level 28
52nd Regrowth 123rd year of Ascendancy at 20:37 see stats
By Clawsius the Doomelf Cultist of Entropy level 36
10th Mirth 123rd year of Ascendancy at 08:12 see stats
By Clawsius the Doomelf Cultist of Entropy level 6
77th Pyre 122nd year of Ascendancy at 10:46 see stats
By Clawsius the Doomelf Cultist of Entropy level 33
50th Pyre 123rd year of Ascendancy at 21:13 see stats
By Clawsius the Doomelf Cultist of Entropy level 10
34th Dusk 122nd year of Ascendancy at 04:58 see stats
By Clawsius the Doomelf Cultist of Entropy level 20
14th Haze 122nd year of Ascendancy at 20:26 see stats
By Clawsius the Doomelf Cultist of Entropy level 30
1st Time of Balance 123rd year of Ascendancy at 21:47 see stats
By Clawsius the Doomelf Cultist of Entropy level 40
32nd Dusk 123rd year of Ascendancy at 14:18 see stats
By Clawsius the Doomelf Cultist of Entropy level 28
52nd Regrowth 123rd year of Ascendancy at 19:40 see stats
By Clawsius the Doomelf Cultist of Entropy level 20
24th Haze 122nd year of Ascendancy at 05:47 see stats
By Clawsius the Doomelf Cultist of Entropy level 45
17th Haze 123rd year of Ascendancy at 12:59 see stats
By Clawsius the Doomelf Cultist of Entropy level 35
8th Mirth 123rd year of Ascendancy at 15:00 see stats
By Clawsius the Doomelf Cultist of Entropy level 37
10th Mirth 123rd year of Ascendancy at 21:51 see stats
By Clawsius the Doomelf Cultist of Entropy level 6
1st Mirth 122nd year of Ascendancy at 11:51 see stats
By Clawsius the Doomelf Cultist of Entropy level 14
50th Dusk 122nd year of Ascendancy at 07:34 see stats
By Clawsius the Doomelf Cultist of Entropy level 39
22nd Dusk 123rd year of Ascendancy at 01:24 see stats
By Clawsius the Doomelf Cultist of Entropy level 23
20th Regrowth 123rd year of Ascendancy at 08:05 see stats
By Clawsius the Doomelf Cultist of Entropy level 17
73rd Dusk 122nd year of Ascendancy at 02:46 see stats
By Clawsius the Doomelf Cultist of Entropy level 34
78th Pyre 123rd year of Ascendancy at 14:10 see stats
Log
Emotha the orc cryomancer uses Flurry.
Emotha the orc cryomancer performs a melee critical strike against Clawsius!
Orc pyromancer is wreathed in entropy.
Clawsius's spell attains critical power!
The shield around Emotha the orc cryomancer crumbles.
Clawsius is crippled.
Darkness pulsates around Xata the orc cryomancer!
Emotha the orc cryomancer roars triumphantly.
Emotha the orc cryomancer performs a melee critical strike against Clawsius!
Emotha the orc cryomancer misses Clawsius.
Clawsius HEALS from darkness damage!
Melee retaliation hits Emotha the orc cryomancer for (1 absorbed), 0 light, (10 absorbed), 4 darkness, (2 absorbed), 1 arcane, (1 absorbed), 0 light, (7 absorbed), 2 darkness, 3 arcane, 1 light, 12 darkness, 2 arcane, 1 light, 12 darkness, 2 arcane, 1 light, 12 darkness, 2 arcane (64 total damage).
Emotha the orc cryomancer hits Clawsius for 104 physical, 2 acid, 4 fire, 6 cold, 4 lightning, 32 darkness, 32 healing, 149 physical, 2 acid, 4 fire, 6 cold, 4 lightning, 33 darkness, 32 healing, 92 physical, 2 acid, 5 fire, 6 cold, 4 lightning, 35 darkness (504 total damage) [64 healing].
Clawsius the level 48 doomelf cultist of entropy was darkened to death by Emotha the orc cryomancer on level 1 of Vor Pride.
You have 2 life(s) left.
Clawsius deactivates Grand Oration.
Clawsius deactivates Twofold Curse.
Clawsius deactivates Revelation.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emotha the orc cryomancer killed Clawsius!
Saving game...
Talent Command Staff is ready to use.
Saving done.
There is a Entrance to Vor Pride bastion 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.
You are sent back to the material plane!
Saving game...
Saving done.