Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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 Roguelike |
Sex | Female |
Race | Cornac |
Class | Doomed |
Level / Exp | 50 / 3054% |
Size | medium |
Lifes / Deaths | Killed by Emelama the poison ooze at level 50 on the 24th Regrowth 124th year of Ascendancy at 21:44 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 35.817091048378 (base 12) |
Dexterity | 62 (base 32) |
Constitution | 91.634182096757 (base 60) |
Magic | 36.817091048378 (base 16) |
Willpower | 133.58107764679 (base 60) |
Cunning | 138.92326172178 (base 62) |
Resources
Life | 2070/2070 |
Hate | 42/122 |
Equilibrium | 48 |
Psi | 294/294 |
Healing Factor | 2.0995347805743 |
Regeneration | 497.15408651238 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +46.37802907116% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 11 |
See Invisible | 17.634182096757 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 153 |
Accuracy | 79 |
Crit Chance | 59% |
APR | 80 |
Speed | 1.00 |
Offense: Offhand
Damage | 153 |
Accuracy | 79 |
Crit Chance | 59% |
APR | 80 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21.333333333333 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 116 |
Crit Chance | 99% |
Speed | 1 |
Offense: Damage Bonus
Physical | +31% |
Cold | +23% |
All | +7% |
Lightning | +23% |
Light | +22% |
Darkness | +72% |
Mind | +78% |
Fire | +25% |
Nature | +50% |
Offense: Damage Penetration
Acid | +39% |
Fire | +20% |
Nature | +25% |
Darkness | +39% |
Physical | +10% |
Mind | +74% |
All | 0% |
Defense: Base
Armour (hardiness) | 60.699232954414 (85.404685247777%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 60 |
Mental Save | 69 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 82%( 70%) |
Physical | + 75%( 75%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 80%( 80%) |
Darkness | + 83%( 83%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 23% |
Silence Resistance | 24% |
Disarm Resistance | 23% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 4% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 853 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 980% 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 Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 307 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 1.70 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Deflection |
talent | Call Shadows |
talent | Gesture of Pain |
talent | Skate |
talent | Shadow Decoy |
talent | Psiblades |
talent | Shadows Empathy |
talent | Antimagic Shield |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.8)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 43% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +31 Darkness Resistance, +13% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 34% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 34% for 3 turns. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Guarding against melee damage: Will dismiss up to 55 damage from the next 2.8 attack(s) with a 7% chance to counterattack. Guarded |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 137 mind and 132 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 224 Mind damage, and deal 217 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A flow of life spins around the target, regenerating 170.67 life per turn. Regeneration |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+34% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+33% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 3507. | 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. You have been shown a secret entrance to his stronghold. * 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 |
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 AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. 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 faerlhing fang. * You've found the needed green worm. * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Wanderer's Rest (Nightmares) (4 def, 0 armour) Wanderer's Rest (Nightmares) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Nightmares It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 5.4 Power cost: 20 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. |
Light source | 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 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +8 Absorbs all darkness (power 173, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 60). It can be used to release absorbed darkness in a 8 radius cone with a 80% chance to blind (based on lite radius), dealing 650.16 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 | Omniscience (Nightmares) (7 def, 0 armour) Omniscience (Nightmares) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Nightmares It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
On hands | Spellhunt Remnants (Misfortune) (6 def, 8 armour) Spellhunt Remnants (Misfortune) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Misfortune It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 231.12 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 85% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | voratun bloodstone ring (Nightmares) voratun bloodstone ring (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 54 Changes stats: +9 Str / +7 Wil / +8 Cun / +9 Con Changes resistances: +9% acid / +9% mind / +3% cold / +36% nature / +5% arcane Changes resistances penetration: +25% mind Changes damage: +18% nature Stun/Freeze immunity: +60% Mindpower: +15 (+3 eff.) Curse of Nightmares Rings make your fingers look great! |
On fingers | Mystery's Shroud Mystery's ShroudInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +10 Dex / +6 Mag / +10 Cun Changes resistances: +6% acid / +12% temporal / +36% fire / +6% arcane / +6% cold Changes damage: +18% fire Stun/Freeze immunity: +50% Life regen: +27.00 Maximum life: +100.00 Infravision radius: +2 Healing mod.: +20% Curse of Shrouds Rings make your fingers look great! |
Around neck | Betonn the voratun amulet (Corpses) Betonn the voratun amulet (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% blight / +6% arcane / +12% nature Changes resistances penetration: +29% acid Changes damage: +18% mind Talent mastery: +0.40 Cursed / One with shadows Spell save: +12 (+3 eff.) Blindness immunity: +23% Disarm immunity: +23% Life regen: +4.58 Healing mod.: +23% Curse of Corpses Amulets make your neck look great! |
In main hand | Mindfist (114% power, 73 apr, nature damage) Mindfist (114% power, 73 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 91% Wil, 55% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +73 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 darkness Damage (radius 1) on hit: +12 mind When wielded/worn: Defense: +28 (+8 eff.) Damage when hit (Melee): 2 mind Changes stats: +18 Cun / +7 Wil Changes resistances: +6% lightning / +10% physical / +3% light / +9% blight Changes resistances penetration: +20% fire / +10% physical / +25% mind / +15% darkness Changes damage: +16% lightning / +24% physical / +25% darkness / +16% cold / +25% mind Talent granted: +1 Attune Mindstar Critical mult.: +18.00% Pinning immunity: +40% Maximum hate: +10.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Ass-Whoopin' Belt Ass-Whoopin' BeltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Defense: +15 (+4 eff.) Effects on melee hit: * 24 arcane resource burn Changes stats: +6 Cun / +6 Dex Changes resistances: +10% acid / +18% temporal / +9% fire / +10% cold / +28% lightning Changes resistances penetration: +10% acid Changes damage: +6% mind Physical save: +15 (+5 eff.) Silence immunity: +24% Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Curse of Shrouds A belt that goes around your waist. |
In off hand | Brenudumnir (Nightmares) (114% power, 73 apr, nature damage) Brenudumnir (Nightmares) (114% power, 73 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 91% Wil, 55% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +73 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 85% Changes stats: +15 Wil Changes resistances: +9% acid / +3% darkness Changes resistances penetration: +14% mind / +14% darkness Changes damage: +22% mind / +25% darkness Talent granted: +1 Attune Mindstar Spell save: +14 (+3 eff.) Maximum hate: +8.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +7% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +34 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Bregidurek the elven-silk cloak (Shrouds) (3 def, 0 armour) Bregidurek the elven-silk cloak (Shrouds) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +54 (+14 eff.) Defense: +3 (+1 eff.) Fatigue: -18% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +19% nature / +18% blight Life regen: +8.00 Maximum life: +155.00 Maximum stamina: +50.00 Maximum hate: +4.00 Maximum psi: +30.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +2% Healing mod.: +19% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (Corpses) (15 def, 40 armour) Plate of the Blackened Mind (Corpses) (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Corpses It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 3.5 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 25 Armour, 36 Defense and your attacks will gain 45% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
healing infusion of the sneak (heal 331; cd 10) healing infusion of the sneak (heal 331; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 331 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. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -661; dur 7; cd 32) heroism infusion of the psychic (die at -661; dur 7; cd 32)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: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -661 life. The duration and life will increase by 1% for every 1% life you have lost (currently 661 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -579; dur 8; cd 33) heroism infusion of the titan (die at -579; dur 8; cd 33)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: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -579 life. The duration and life will increase by 1% for every 1% life you have lost (currently 579 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 psychic (speed 916%; cd 18) movement infusion of the psychic (speed 916%; cd 18)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 916% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 733%; cd 10) movement infusion of the wizard (speed 733%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% 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. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 591; 14 cd) regeneration infusion of the sneak (heal 591; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 591 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 47%; physical; dur 2; cd 15) wild infusion of the psychic (res 47%; physical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 47% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 47%; physical; dur 2; cd 10) wild infusion of the sneak (res 47%; physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 47% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of constitution (+3) cleansing copper amulet of constitution (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% nature / +12% blight Poison immunity: +24% Disease immunity: +24% Amulets make your neck look great! |
copper amulet 'Earohir' (Madness) copper amulet 'Earohir' (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +4 Str / +2 Wil Critical mult.: +15.00% Mental save: +13 (+3 eff.) Confusion immunity: +11% Only die when reaching: -60.00 life Maximum stamina: +30.00 Mindpower: +7 (+1 eff.) Curse of Madness Amulets make your neck look great! |
grounding copper amulet of willpower (+3) grounding copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+2) stabilizing copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% temporal Pinning immunity: +24% Knockback immunity: +21% Amulets make your neck look great! |
Gurath the steel amulet Gurath the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Str Changes resistances: +12% lightning Changes damage: +9% arcane Spell save: +3 (+1 eff.) Stun/Freeze immunity: +20% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Amulets make your neck look great! |
clarifying steel amulet of strength (+3) clarifying steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% mind Confusion immunity: +22% Amulets make your neck look great! |
Spellblaze Echoes (Shrouds) Spellblaze Echoes (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% Curse of Shrouds It can be used to unleash a destructive wail, destroying terrain and dealing 472.19 physical damage (based on Magic) in a radius of 3 Activation costs 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Zemekkys' Broken Hourglass (Madness) Zemekkys' Broken Hourglass (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Madness It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Cyradawe the voratun amulet (Madness) Cyradawe the voratun amulet (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +36 (+9 eff.) Defense: +36 (+10 eff.) Fatigue: -8% Changes stats: +34 Lck Changes resistances: +42% lightning / +3% physical / +6% blight / +6% arcane / +12% acid Stun/Freeze immunity: +49% Life regen: +5.00 Reduce all damage from unseen attackers: 39% Curse of Madness Amulets make your neck look great! |
vitalizing voratun amulet of murder (Nightmares) vitalizing voratun amulet of murder (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +17 Changes stats: +4 Con Critical mult.: +19.00% Physical save: +15 (+5 eff.) Life regen: +4.00 Maximum life: +62.00 Curse of Nightmares Amulets make your neck look great! |
voratun amulet 'Freezewolf' (Corpses) voratun amulet 'Freezewolf' (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 85% * 20% chance to reduce armor by 22% Damage when hit (Melee): 6 cold Changes resistances: +15% cold / +23% light / +38% darkness Changes damage: +21% acid / +18% cold / +9% darkness Blindness immunity: +50% Curse of Corpses Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal 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. |
Haryrebers the copper ring (Nightmares) Haryrebers the copper ring (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +3 Wil Changes resistances: +3% mind Mental save: +6 (+1 eff.) Blindness immunity: +10% Stun/Freeze immunity: +20% Maximum life: +40.00 Curse of Nightmares Rings make your fingers look great! |
Ulamnir the Charresolve (Madness) Ulamnir the Charresolve (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 54 Changes resistances: +12% acid / +6% fire / +6% darkness Changes resistances penetration: +5% fire Changes damage: +3% mind / +6% fire Life regen: +7.00 Maximum life: +43.00 Healing mod.: +11% Curse of Madness Rings make your fingers look great! |
copper ring 'Shimmerdredge' (Corpses) copper ring 'Shimmerdredge' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Changes resistances penetration: +25% lightning Mental save: +6 (+1 eff.) Teleport immunity: +20% See invisible: +3 Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 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 178% 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! |
copper ring (Corpses) copper ring (Corpses)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Corpses Rings make your fingers look great! |
copper ring of fire (+20%) (Corpses) copper ring of fire (+20%) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Curse of Corpses Rings make your fingers look great! |
psionicist's copper ring of corrosion (+24%) (Shrouds) psionicist's copper ring of corrosion (+24%) (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% acid Changes damage: +12% acid Mental save: +4 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
treant's copper ring of pilfering (Nightmares) treant's copper ring of pilfering (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes resistances: +5% nature / +7% blight Poison immunity: +10% Disease immunity: +12% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 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 178% 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! |
Frostblur (Nightmares) Frostblur (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Mag Changes resistances: +12% acid Changes resistances penetration: +25% arcane / +25% cold Mental save: +9 (+2 eff.) Confusion immunity: +28% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Curse of Nightmares Rings make your fingers look great! |
Ring of Growth (Nightmares) Ring of Growth (Nightmares)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 (+2 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Nightmares This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel ring 'Rharegoldir' (Nightmares) steel ring 'Rharegoldir' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +6% acid / +3% physical / +9% nature / +12% temporal Changes damage: +6% physical Stun/Freeze immunity: +23% Life regen: +3.00 Curse of Nightmares Rings make your fingers look great! |
Brightserpent the gold ring (Misfortune) Brightserpent the gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Str / +6 Dex Changes resistances: +3% physical / +5% arcane / +18% cold Spell save: +15 (+4 eff.) Disarm immunity: +36% Pinning immunity: +38% Knockback immunity: +35% Only die when reaching: -40.00 life Maximum life: +37.00 Light radius: +3 Curse of Misfortune Rings make your fingers look great! |
Rhidir the gold ring (Nightmares) Rhidir the gold ring (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Armour: +8 Defense: +7 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +2 Mag / +1 Wil Mental save: +8 (+2 eff.) Blindness immunity: +20% Confusion immunity: +29% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 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 178% 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! |
gladiator's gold ring (Madness) gladiator's gold ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +6 Con Curse of Madness Rings make your fingers look great! |
gold ring 'Boryhek' (Nightmares) gold ring 'Boryhek' (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +30 (+7 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 54 Damage (Melee): 22 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 54 Damage (Ranged): 21 physical Changes stats: +10 Str / +3 Dex / +6 Cun Changes resistances: +9% acid Hate when firing a critical mind attack: +3.00 Only die when reaching: -80.00 life Maximum hate: +11.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
savior's gold ring (Misfortune) savior's gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
Ring of the Dead (Madness) Ring of the Dead (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Madness This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Sparksting the stralite ring (Misfortune) Sparksting the stralite ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 54 Damage (Melee): 29 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 54 Damage (Ranged): 29 physical Changes stats: +8 Cun / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +26% lightning / +15% blight Changes damage: +9% blight / +9% arcane Mana each turn: +0.44 Mana when firing critical spell: +2.07 Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Infravision radius: +2 Damage Shield penetration: +31% Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Writhing Ring of the Hunter (Shrouds) Writhing Ring of the Hunter (Shrouds)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Shrouds A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite ring 'Artherek' (Corpses) stralite ring 'Artherek' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +14 Str / +13 Dex / +3 Cun Changes resistances penetration: +20% physical Light radius: +3 Curse of Corpses Rings make your fingers look great! |
stralite turquoise ring stralite turquoise ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Changes stats: +7 Str / +7 Con Changes resistances penetration: +10% all Rings make your fingers look great! |
Artherakhad the voratun ring (Corpses) Artherakhad the voratun ring (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Mag / +8 Wil / +8 Cun Changes resistances: +29% nature / +28% blight Changes resistances penetration: +10% blight / +5% arcane Changes damage: +6% blight Spell save: +3 (+1 eff.) Poison immunity: +46% Disease immunity: +50% Mana each turn: +0.12 Vim when firing critical spell: +2.11 Spell crit. chance: +4% Mindpower: +14 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
Beliromineg the voratun ring (Nightmares) Beliromineg the voratun ring (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+5 eff.) Changes resistances: +2% physical / +9% darkness / +41% fire Changes damage: +7% all / +19% fire Spell save: +6 (+1 eff.) Knockback immunity: +20% Life regen: +21.00 Maximum life: +96.00 Spellpower: +15 (+1 eff.) Mindpower: +20 (+3 eff.) Healing mod.: +20% Curse of Nightmares Rings make your fingers look great! |
Glory of the Pride (Misfortune) Glory of the Pride (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 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 Curse of Misfortune The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic (Madness) Mnemonic (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Madness It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Offaltitan the voratun ring (Nightmares) Offaltitan the voratun ring (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Defense: +12 (+4 eff.) Effects on melee hit: * 23% chance to slow global speed by 85% Damage when hit (Melee): 2 acid Changes stats: +9 Str / +6 Wil / +13 Cun / +10 Con Changes resistances: +3% blight / +18% fire Changes resistances penetration: +10% nature / +15% acid Mindpower: +10 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
Slowerdown SlowerdownInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 20% chance to slow global speed by 85% * 20% chance to reduce all saves and defense by 54 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 54 Damage (Ranged): 31 physical Damage when hit (Melee): 8 acid Changes stats: +10 Cun / +10 Str Changes resistances: +15% blight / +9% cold / +15% nature Changes damage: +9% acid / +3% fire Spell save: +6 (+1 eff.) Poison immunity: +25% Disease immunity: +27% Stun/Freeze immunity: +50% Life regen: +6.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
pixie's voratun ring of life (Madness) pixie's voratun ring of life (Madness)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Mag Life regen: +20.00 Maximum life: +99.00 Spellpower: +13 (+1 eff.) Healing mod.: +18% Curse of Madness Rings make your fingers look great! |
titan's voratun ring of corrosion (+40%) (Misfortune) titan's voratun ring of corrosion (+40%) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +40% acid Changes damage: +20% acid Physical save: +20 (+6 eff.) Curse of Misfortune Rings make your fingers look great! |
voratun bloodstone ring (Nightmares) voratun bloodstone ring (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +17 (+4 eff.) Stun/Freeze immunity: +60% Life regen: +18.00 Maximum life: +75.00 Maximum stamina: +26.00 Healing mod.: +15% Curse of Nightmares Rings make your fingers look great! |
voratun fire opal ring voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +8 Str / +8 Con Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
voratun ring 'Radiancebrawn' (Misfortune) voratun ring 'Radiancebrawn' (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 85% Damage when hit (Melee): 2 light Changes stats: +8 Cun / +7 Wil Changes resistances: +28% lightning / +15% physical Changes resistances penetration: +25% light Changes damage: +14% lightning / +15% physical / +6% nature / +3% mind Mindpower: +9 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
voratun turquoise ring voratun turquoise ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +10% all Spell save: +14 (+3 eff.) Maximum stamina: +23.00 Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Hydra's Bite (Corpses) (168% power, 7 apr) Hydra's Bite (Corpses) (168% 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. Power: 168% Range: 1.1x Uses stats: 40% Dex, 90% Str 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 Curse of Corpses This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Eye of Summer (Madness) (94% power, 18 apr, fire damage) Eye of Summer (Madness) (94% power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Madness This mindstar glows with a bright warm light, but seems somehow incomplete. |
Kinetic Focus (Nightmares) (88% power, 18 apr, physical damage) Kinetic Focus (Nightmares) (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares Kinetic energies are focussed in the core of this mindstar. |
hateful living mindstar (Nightmares) (116% power, 40 apr, nature damage) hateful living mindstar (Nightmares) (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% mind / +9% darkness Changes damage: +12% mind / +14% darkness Talent granted: +1 Attune Mindstar Maximum hate: +7.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar (Corpses) (117% power, 40 apr, mind damage) living mindstar (Corpses) (117% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skeletal Claw (Shrouds) (167% power, 8 apr) Skeletal Claw (Shrouds) (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+0 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). Curse of Shrouds It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 78.24 physical damage, and inflicting bleeding for another 39.12 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Unrebar the rough leather belt (Shrouds) Unrebar the rough leather belt (Shrouds)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% acid / +6% blight Physical save: +6 (+2 eff.) Cut immunity: +20% Silence immunity: +20% Life regen: +4.00 Only die when reaching: -20.00 life Curse of Shrouds A belt that goes around your waist. |
monstrous hardened leather belt of dampening (Nightmares) monstrous hardened leather belt of dampening (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Physical save: +8 (+2 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
noble's hardened leather belt of burglary (Nightmares) noble's hardened leather belt of burglary (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +6 Wil / +8 Cun / +7 Lck Damage against: +21% Summoned Reduced damage from: +19% Summoned Trap disarming bonus: +5 Stealth bonus: +7 Infravision radius: +3 Curse of Nightmares A belt that goes around your waist. |
noble's hardened leather belt of valiance (Corpses) noble's hardened leather belt of valiance (Corpses)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +9 Wil Damage against: +25% Summoned Reduced damage from: +24% Summoned Mental save: +8 (+2 eff.) Maximum life: +40.00 Curse of Corpses A belt that goes around your waist. |
Freezeblack (Nightmares) (1 def, 14 armour) Freezeblack (Nightmares) (1 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +15 (+4 eff.) Armour: +14 Defense: +1 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +3 Str Changes resistances: +13% cold Changes resistances penetration: +10% physical Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelunne the Flamestone (Corpses) (2 def, 0 armour) Emelunne the Flamestone (Corpses) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +6% fire Changes resistances penetration: +25% mind / +10% fire Changes damage: +9% darkness / +15% fire Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gilolen (Shrouds) (2 def, 0 armour) Gilolen (Shrouds) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +5 Wil Changes resistances penetration: +20% mind Critical mult.: +10.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum life: +40.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (Nightmares) (2 def, 1 armour) Eden's Guile (Nightmares) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Nightmares It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (Misfortune) (1 def, 4 armour) Frost Treads (Misfortune) (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. Curse of Misfortune A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Moving Slowly (Nightmares) (0 def, 0 armour) Shoes of Moving Slowly (Nightmares) (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Nightmares It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Unbreakable Greaves (Nightmares) (8 def, 20 armour) Unbreakable Greaves (Nightmares) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Nightmares These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Fulelar (Shrouds) (0 def, 6 armour) Fulelar (Shrouds) (0 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +6 Fatigue: +3% Changes stats: +4 Str Changes resistances: +10% nature / +16% cold Allows you to breathe in: water Spell save: +5 (+1 eff.) Life regen: +4.00 Maximum life: +48.00 Infravision radius: +2 Healing mod.: +12% Curse of Shrouds A cap made of leather. |
Crown of Eternal Night (Nightmares) (0 def, 3 armour) Crown of Eternal Night (Nightmares) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Nightmares This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Infused Cerebrum (Nightmares) (8 def, 0 armour) Infused Cerebrum (Nightmares) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+1 eff.) Mindpower: +12 (+2 eff.) Curse of Nightmares It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Camygarand (Madness) (3 def, 0 armour) Camygarand (Madness) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 54 Damage when hit (Melee): 4 mind Changes stats: +13 Cun / +14 Wil Changes resistances: +24% fire Changes resistances penetration: +5% blight / +20% arcane / +5% mind Changes damage: +12% mind / +16% fire Mindpower: +11 (+2 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ruby 13 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 bloodstone 13 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal 12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 diamond 15 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 moonstone 19 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
52 alchemist bloodstone 52 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Cun / +6 Con Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 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: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 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." |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
evasive dwarven-steel torque of psionic shield [power 69] (25 cooldown) evasive dwarven-steel torque of psionic shield [power 69] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 69 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Poruldath' [power 355] (15 cooldown) voratun torque of mindblast 'Poruldath' [power 355] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +15% acid Blindness immunity: +10% Disease immunity: +20% Confusion immunity: +24% Life regen: +4.00 It can be used to blast the opponent's mind dealing 632 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 29% for 2 turns. * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Snowwake [power 116] (15 cooldown) Snowwake [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% cold Changes damage: +3% cold Mental save: +12 (+3 eff.) Mindpower: +10 (+2 eff.) It can be used to sting an enemy dealing 174 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Lisileretha the Vipergash [power 416] (15 cooldown) Lisileretha the Vipergash [power 416] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances penetration: +15% nature Spell save: +18 (+4 eff.) Blindness immunity: +20% Knockback immunity: +20% Mana when firing critical spell: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Berilentir [power 434] (15 cooldown) Berilentir [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Defense: +10 (+3 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex Maximum stamina: +10.00 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 55% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Karaa the Cornac Doomed level 38
48th Pyre 123rd year of Ascendancy at 16:54 see stats
By Karaa the Cornac Doomed level 50
68th Dusk 123rd year of Ascendancy at 00:09 see stats
By Karaa the Cornac Doomed level 37
46th Pyre 123rd year of Ascendancy at 18:50 see stats
By Karaa the Cornac Doomed level 13
48th Dusk 122nd year of Ascendancy at 02:39 see stats
By Karaa the Cornac Doomed level 41
62nd Pyre 123rd year of Ascendancy at 09:33 see stats
By Karaa the Cornac Doomed level 50
69th Regrowth 124th year of Ascendancy at 18:28 see stats
By Karaa the Cornac Doomed level 50
53rd Dusk 123rd year of Ascendancy at 04:23 see stats
By Karaa the Cornac Doomed level 41
57th Pyre 123rd year of Ascendancy at 02:44 see stats
By Karaa the Cornac Doomed level 13
39th Dusk 122nd year of Ascendancy at 18:42 see stats
By Karaa the Cornac Doomed level 50
37th Haze 123rd year of Ascendancy at 23:43 see stats
By Karaa the Cornac Doomed level 39
53rd Pyre 123rd year of Ascendancy at 17:36 see stats
By Karaa the Cornac Doomed level 50
57th Regrowth 124th year of Ascendancy at 22:41 see stats
By Karaa the Cornac Doomed level 38
52nd Pyre 123rd year of Ascendancy at 06:24 see stats
By Karaa the Cornac Doomed level 28
75th Regrowth 123rd year of Ascendancy at 05:11 see stats
By Karaa the Cornac Doomed level 50
46th Regrowth 124th year of Ascendancy at 04:45 see stats
By Karaa the Cornac Doomed level 24
64th Regrowth 123rd year of Ascendancy at 11:29 see stats
By Karaa the Cornac Doomed level 31
1st Pyre 123rd year of Ascendancy at 21:45 see stats
By Karaa the Cornac Doomed level 22
61st Regrowth 123rd year of Ascendancy at 23:09 see stats
By Karaa the Cornac Doomed level 50
43rd Regrowth 124th year of Ascendancy at 14:32 see stats
By Karaa the Cornac Doomed level 38
52nd Pyre 123rd year of Ascendancy at 07:12 see stats
By Karaa the Cornac Doomed level 25
65th Regrowth 123rd year of Ascendancy at 15:51 see stats
By Karaa the Cornac Doomed level 43
62nd Pyre 123rd year of Ascendancy at 14:05 see stats
By Karaa the Cornac Doomed level 50
59th Regrowth 124th year of Ascendancy at 04:30 see stats
By Karaa the Cornac Doomed level 31
79th Regrowth 123rd year of Ascendancy at 05:52 see stats
By Karaa the Cornac Doomed level 10
18th Dusk 122nd year of Ascendancy at 04:17 see stats
By Karaa the Cornac Doomed level 20
10th Regrowth 123rd year of Ascendancy at 10:04 see stats
By Karaa the Cornac Doomed level 30
77th Regrowth 123rd year of Ascendancy at 07:56 see stats
By Karaa the Cornac Doomed level 40
53rd Pyre 123rd year of Ascendancy at 17:36 see stats
By Karaa the Cornac Doomed level 50
53rd Dusk 123rd year of Ascendancy at 03:16 see stats
By Karaa the Cornac Doomed level 50
24th Regrowth 124th year of Ascendancy at 19:03 see stats
By Karaa the Cornac Doomed level 50
20th Regrowth 124th year of Ascendancy at 14:22 see stats
By Karaa the Cornac Doomed level 50
64th Haze 123rd year of Ascendancy at 04:02 see stats
By Karaa the Cornac Doomed level 50
25th Regrowth 124th year of Ascendancy at 08:16 see stats
By Karaa the Cornac Doomed level 50
38th Haze 123rd year of Ascendancy at 14:55 see stats
By Karaa the Cornac Doomed level 30
77th Regrowth 123rd year of Ascendancy at 08:40 see stats
By Karaa the Cornac Doomed level 27
70th Regrowth 123rd year of Ascendancy at 20:28 see stats
By Karaa the Cornac Doomed level 31
16th Pyre 123rd year of Ascendancy at 20:03 see stats
By Karaa the Cornac Doomed level 26
69th Regrowth 123rd year of Ascendancy at 11:21 see stats
By Karaa the Cornac Doomed level 40
53rd Pyre 123rd year of Ascendancy at 21:24 see stats
By Karaa the Cornac Doomed level 50
23rd Regrowth 124th year of Ascendancy at 14:26 see stats
By Karaa the Cornac Doomed level 50
21st Regrowth 124th year of Ascendancy at 15:43 see stats
By Karaa the Cornac Doomed level 50
46th Regrowth 124th year of Ascendancy at 04:44 see stats
By Karaa the Cornac Doomed level 26
70th Regrowth 123rd year of Ascendancy at 02:20 see stats
By Karaa the Cornac Doomed level 7
78th Pyre 122nd year of Ascendancy at 20:06 see stats
By Karaa the Cornac Doomed level 50
66th Dusk 123rd year of Ascendancy at 21:32 see stats
By Karaa the Cornac Doomed level 50
46th Regrowth 124th year of Ascendancy at 04:45 see stats
By Karaa the Cornac Doomed level 38
52nd Pyre 123rd year of Ascendancy at 11:25 see stats
By Karaa the Cornac Doomed level 13
31st Dusk 122nd year of Ascendancy at 01:46 see stats
By Karaa the Cornac Doomed level 44
8th Mirth 123rd year of Ascendancy at 13:34 see stats
By Karaa the Cornac Doomed level 23
63rd Regrowth 123rd year of Ascendancy at 17:10 see stats
By Karaa the Cornac Doomed level 18
3rd Allure 123rd year of Ascendancy at 11:01 see stats
By Karaa the Cornac Doomed level 50
24th Regrowth 124th year of Ascendancy at 21:44 see stats
By Karaa the Cornac Doomed level 37
46th Pyre 123rd year of Ascendancy at 04:41 see stats
Log
Today is the 7th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:08.
Today is the 8th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:18.
Today is the 9th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface 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...
Karaa uses Infusion: Regeneration.
Karaa starts regenerating health quickly.
Shadow casts Phase Door.
There is an item here: Boots of the Hunter (Shrouds) (2 def, 12 armour)
There is an item here: The Warped Boots (Shrouds) (2 def, 4 armour)
Shadow casts Phase Door.
Ran for 10 turns (stop reason: object seen).
Saving done.
There is an item here: Deepsveil the stralite torque of gale force [power 365] (15 cooldown)
Shadow casts Phase Door.
Ran for 2 turns (stop reason: object seen).
There is an item here: Bindings of Eternal Night (Misfortune) (12 def, 12 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Firetaint (Nightmares)
Shadow casts Phase Door.
Ran for 2 turns (stop reason: object seen).