










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Alchemist |
| Level / Exp | 50 / 2913% |
| Size | huge |
| Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 9th Dusk 123rd year of Ascendancy at 19:10 / 2Killed by Atamathon the Giant Golem at level 50 on the 9th Dusk 123rd year of Ascendancy at 19:14 |
Primary Stats
| Strength | 61 (base 12) |
| Dexterity | 77 (base 39) |
| Constitution | 105 (base 63) |
| Magic | 91 (base 60) |
| Willpower | 38 (base 14) |
| Cunning | 94 (base 60) |
Resources
| Life | -648/1437 |
| Mana | 683/755 |
| Stamina | 377/377 |
| Healing Factor | 1.6882089082944 |
| Regeneration | 44.612815591016 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.9984014443253E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19.54964786986 |
| See Stealth | 50 |
| See Invisible | 59 |
Offense: Mainhand
| Damage | 177 |
| Accuracy | 66 |
| Crit Chance | 39% |
| APR | 74 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +36% |
| Lightning | +123% |
| Light | +49% |
| Cold | +86% |
| Blight | +41% |
| Arcane | +92% |
| Fire | +86% |
| All | +26% |
Offense: Damage Penetration
| Lightning | +105% |
| Physical | +35% |
| Fire | +55% |
| Darkness | +35% |
| Arcane | +55% |
| Cold | +55% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 39.000000000001 (30%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 52 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 60%( 70%) |
| Blight | + 58%( 70%) |
| Cold | + 70%( 70%) |
| All | + 44%( 70%) |
| Darkness | + 59%( 70%) |
| Light | + 66%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Silence Resistance | 49% |
| Confusion Resistance | 80% |
| Stun Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 59% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 5 times. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 6 times. |
Class Talents
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Acid alchemy | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Energy alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 again | active |
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 lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Arydawyn the large white snake. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the repented thief from death by wretchling. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Cyrulle the stone troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Polyra the ghoul. Escort: repented thief (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2155. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 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 within5 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Anodunahor the pair of drakeskin leather boots (18 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +3 Armour: +5 Defense: +18 (+4 eff.) Changes stats: +2 Str / +15 Dex / +4 Cun Changes resistances penetration: +10% physical Critical mult.: +15.00% Silence immunity: +49% Confusion immunity: +40% Stun/Freeze immunity: +50% Stamina each turn: +2.00 Maximum stamina: +30.00 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | 1095 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Light source | finally something niceInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% cold Changes resistances penetration: +25% lightning Reduces incoming crit damage: 10.00% Mental save: +15 (+5 eff.) Blindness immunity: +39% Confusion immunity: +30% Maximum life: +76.00 Light radius: +19 See stealth: +50 See invisible: +59 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| Tool | Shockhack [power 434] (9/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 6 darkness / 6 lightning Changes resistances: +27% lightning / +21% fire / +6% light Changes resistances penetration: +10% lightning Changes damage: +21% lightning 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. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Galecutter'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes resistances: +18% lightning / +3% darkness Changes resistances penetration: +10% darkness / +15% lightning Stun/Freeze immunity: +41% Life regen: +22.00 Maximum life: +63.00 Spellpower: +9 (+2 eff.) Mindpower: +13 (+5 eff.) Healing mod.: +17% Rings make your fingers look great! |
| On fingers | Anokath the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Str / +3 Dex Changes resistances: +32% lightning Changes damage: +16% lightning Critical mult.: +20.00% Blindness immunity: +20% Disarm immunity: +20% Pinning immunity: +20% Maximum stamina: +30.00 Rings make your fingers look great! |
| Around waist | Please noInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +27 (+7 eff.) Armour: +15 Defense: +12 (+3 eff.) Changes stats: +13 Str / +6 Dex / +7 Wil / +7 Cun / +6 Con Physical save: +48 (+12 eff.) Spell save: +35 (+10 eff.) Mental save: +26 (+8 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum hate: +10.00 Size category: +2 A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (172% power, 60 apr, arcane 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 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 16/200. 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." |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | elven-silk robe 'Eilinudhetta' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +25 Con / +2 Mag Changes resistances: +34% light / +10% darkness / +10% cold / +25% nature / +15% all Changes damage: +15% blight / +6% arcane / +23% light / +19% all Reduces incoming crit damage: 23.00% Mana each turn: +0.40 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +72.00 Spellpower: +46 (+9 eff.) Spell crit. chance: +16% Damage Shield penetration: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | elven-silk cloak 'Manundur' (3 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +11 Armour: +13 Defense: +3 (+1 eff.) Changes stats: +6 Str / +4 Mag / +6 Wil Changes resistances: +29% cold Critical mult.: +28.00% Stealth bonus: +10 Physical save: +9 (+2 eff.) Life regen: +4.18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 288; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 288 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -255; dur 7; cd 35) 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: 35 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 -255 life. The duration and life will increase by 1% for every 1% life you have lost (currently 625 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 861%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 861% 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 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. |
regeneration infusion of the sneak (heal 788; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 788 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. |
wild infusion (res 20%; magical, physical; dur 4; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical, mental; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 24%; mental, physical; dur 3; cd 11)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 mental and physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; magical, mental; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 16%; physical; dur 4; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 22; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 22 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 136; dur 5; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 136 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 510; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 510 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 53; blocks 4; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 49; blocks 4; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 4 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
AirsmasherPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 34 Damage when hit (Melee): 2 blight Changes stats: +4 Mag Changes resistances: +22% lightning / +3% blight Changes damage: +21% lightning / +7% temporal / +7% light / +6% blight / +7% physical / +6% darkness Blindness immunity: +28% Stun/Freeze immunity: +38% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Infravision radius: +7 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
GirilleInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Physical crit. chance: +4.0% Armour: +6 Changes stats: +1 Dex Changes resistances: +12% mind Reduces incoming crit damage: 5.00% Confusion immunity: +21% Amulets make your neck look great! |
Hizilachik the voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +6 Mag Changes resistances penetration: +10% blight Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Equilibrium when hit: +0.20 Maximum hate: +4.00 Spellpower: +31 (+6 eff.) Spell crit. chance: +11% Mindpower: +31 (+11 eff.) Amulets make your neck look great! |
RadianceoblivionCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +12% light Changes resistances penetration: +25% arcane / +25% light Talent mastery: +0.32 Spell / Stone alchemy Reduces incoming crit damage: 10.00% Spellpower: +25 (+5 eff.) Damage Shield penetration: +20% Amulets make your neck look great! |
Rainbile the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 21% chance to slow global speed by 55% Damage when hit (Melee): 10 cold Changes resistances: +15% acid / +15% cold / +30% light / +30% darkness Changes damage: +15% cold Spell save: +15 (+5 eff.) Blindness immunity: +71% Maximum life: +60.00 Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zubinor the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +17 (+4 eff.) Fatigue: -16% Changes stats: +16 Dex / +16 Cun / +15 Con / +20 Lck Changes resistances: +9% acid / +5% arcane Changes resistances penetration: +25% acid Changes damage: +12% arcane / +9% acid Life regen: +7.00 Stamina each turn: +2.30 Movement speed: +20% Reduce all damage from unseen attackers: 17% Amulets make your neck look great! |
restful voratun amulet of constitution (+10)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +10 Con Life regen: +4.00 Amulets make your neck look great! |
voratun amulet 'Cloudpride'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Damage when hit (Melee): 2 mind Changes stats: +5 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +26% mind / +9% lightning Changes resistances cap: +6% all Changes damage: +7% acid / +7% lightning / +8% cold / +3% mind / +8% fire Physical save: +21 (+5 eff.) Confusion immunity: +48% Hate when firing a critical mind attack: +2.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +7% blight / +7% fire Critical mult.: +18.00% Spellpower: +10 (+2 eff.) Amulets make your neck look great! |
wanderer's voratun amulet of perfection (0.38 Spell / Explosive admixtures,0.38 Spell / Fire alchemy)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +8 Dex / +4 Cun / +5 Con Talent masteries: +0.38 Spell / Explosive admixtures +0.38 Spell / Fire alchemy Life regen: +4.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
Armarach the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +13 Dex Changes damage: +6% mind Reduces incoming crit damage: 15.00% Disarm immunity: +31% Pinning immunity: +23% Knockback immunity: +29% Maximum life: +26.00 Rings make your fingers look great! |
Betuba the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +15% mind Silence immunity: +50% Mana each turn: +0.32 Mana when firing critical spell: +2.11 Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +30 (+6 eff.) Rings make your fingers look great! |
Beykalthomnir the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex / +2 Con Changes resistances penetration: +20% blight Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Life regen: +9.00 Maximum life: +55.00 Spellpower: +20 (+4 eff.) Healing mod.: +15% Rings make your fingers look great! |
BlizzardpiercePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 arcane Changes resistances: +6% cold Changes resistances penetration: +25% blight Spell save: +18 (+6 eff.) Silence immunity: +31% Mana each turn: +0.22 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
FlashmoonInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +12% blight / +6% temporal / +15% light / +18% acid Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Mental save: +21 (+7 eff.) Confusion immunity: +50% Life regen: +4.08 Rings make your fingers look great! |
Grinuldil the CleansehackInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce damage dealt by 23% Changes stats: +17 Dex Changes resistances: +12% nature / +18% temporal Mental save: +9 (+3 eff.) Confusion immunity: +50% Light radius: +4 Infravision radius: +4 See invisible: +21 Rings make your fingers look great! |
HailmistressCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +12 Cun / +6 Dex Changes resistances: +9% darkness / +3% cold Changes damage: +3% cold Hate when firing a critical mind attack: +2.00 Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nimbusspawner the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +7 Dex Changes resistances: +12% light Changes resistances penetration: +15% lightning Reduces incoming crit damage: 17.56% Stun/Freeze immunity: +32% Life regen: +4.00 Maximum life: +117.05 Infravision radius: +4 See invisible: +15 Rings make your fingers look great! |
Salayamina the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +17 Str / +6 Wil / +12 Cun Changes resistances: +18% blight Changes resistances penetration: +25% blight Changes damage: +33% blight Spellpower: +12 (+2 eff.) Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
SkyquakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +15% blight / +15% arcane Changes damage: +18% lightning / +9% blight Disarm immunity: +31% Pinning immunity: +32% Knockback immunity: +29% Maximum life: +26.00 Rings make your fingers look great! |
StarshineInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 light Changes resistances: +32% fire Changes damage: +9% light / +16% fire Spell save: +18 (+6 eff.) Disarm immunity: +20% Life regen: +4.00 Maximum life: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Tundrapulverizer the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +15% cold / +5% arcane / +9% darkness Changes resistances penetration: +25% arcane / +10% cold Changes damage: +21% cold Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
Ulabar the FrozenreamCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str / +7 Dex / +7 Mag Changes resistances: +18% cold Changes resistances penetration: +20% blight Changes damage: +12% cold See invisible: +12 Rings make your fingers look great! |
Writhing Ring of the HunterPowered 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). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
steel ring 'Dourstone'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +4 Con Changes damage: +6% darkness / +6% blight Critical mult.: +20.00% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +50.00 Rings make your fingers look great! |
steel ring 'Silathra'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex / +5 Wil / +4 Con Changes resistances: +9% mind Changes resistances penetration: +10% mind Reduces incoming crit damage: 15.00% Mental save: +9 (+3 eff.) Confusion immunity: +25% Infravision radius: +3 Rings make your fingers look great! |
voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +19.00 Maximum life: +74.00 Healing mod.: +16% Rings make your fingers look great! |
voratun ring 'Elolevena'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str / +12 Dex / +5 Mag / +8 Cun Changes resistances: +12% mind Changes resistances penetration: +20% mind See invisible: +12 Rings make your fingers look great! |
Eilinitira the voratun dagger (148% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +35% When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +15 Physical crit. chance: +14.0% Defense: +15 (+4 eff.) Changes stats: +5 Mag / +15 Wil / +15 Con Changes resistances: +6% acid Changes resistances penetration: +10% acid Critical mult.: +35.00% Disarm immunity: +50% Mana when firing critical spell: +2.34 Maximum life: +110.00 Damage Shield penetration: +35% Sharp, short and deadly. |
Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 21.75 acid and 24.34 blight damage. If not cleared after five turns it will inflict 138.18 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level.stralite dagger 'Sepsismalice' (157% power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 157% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 blight Damage (radius 1) on hit: +8 nature When wielded/worn: Changes stats: +3 Mag / +7 Wil / +7 Con Changes resistances penetration: +5% blight Maximum life: +40.00 Spellpower: +10 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel dagger of massacre (135% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 136% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +8 Changes resistances penetration: +5% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite greatmaul (166% power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 34 Damage (Melee): +17 blight When wielded/worn: Disease immunity: +21% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Xatha the voratun greatsword (175% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 34 Damage (Melee): +31 cold When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% mind Changes damage: +12% mind Infravision radius: +3 See invisible: +9 Massive two-handed swords. |
enhanced elven-wood longbow of enduringRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +11 Str / +17 Dex / +8 Mag / +25 Wil / +11 Cun / +22 Con Maximum life: +63.00 Longbows are used to shoot arrows at your foes. |
Arisetha (116% power, 44 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% 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: +44 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 arcane When wielded/worn: Damage (Melee): 14 acid Damage when hit (Melee): 4 blight Changes stats: +3 Str / +4 Wil / +10 Cun Changes resistances: +19% acid / +10% physical Changes resistances penetration: +20% acid / +9% physical Changes damage: +20% acid / +10% physical Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Physical save: +3 (+1 eff.) Life regen: +5.00 Only die when reaching: -20.00 life Spellpower: +20 (+4 eff.) Spell crit. chance: +2% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.living mindstar of gales (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% 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: Defense: +20 (+5 eff.) Changes damage: +13% lightning / +7% cold / +8% physical Talent granted: +1 Attune Mindstar Pinning immunity: +16% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.nature's pulsing mindstar of venom (105% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 acid Changes resistances: +15% acid / +4% blight Changes resistances penetration: +9% acid Changes damage: +11% acid / +5% nature Talent granted: +1 Attune Mindstar Disease immunity: +14% Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.pulsing mindstar 'Earerand' (105% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Power: 106% 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: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 28 Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +4 mind When wielded/worn: Changes stats: +6 Cun Changes resistances: +10% blight Changes resistances penetration: +9% acid / +7% fire / +7% cold / +8% physical Changes damage: +19% lightning / +9% physical / +30% cold / +31% fire / +5% acid Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Critical mult.: +36.00% Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +39 Max wilder summons: +2 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. It was hardened by the digestive sack. |
pulsing mindstar of storms (109% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 lightning Changes stats: +5 Str / +5 Dex / +5 Mag / +4 Wil / +5 Cun / +5 Con Changes resistances: +12% lightning Changes resistances penetration: +12% lightning Changes damage: +17% lightning Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
Lost Staff of Archmage Tarelion (136% power, 4 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
BrodistirPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Fatigue: -10% Changes stats: +11 Mag Changes resistances penetration: +20% mind Critical mult.: +15.00% Maximum encumbrance: +60 Mana each turn: +0.45 Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +3.00 Maximum mana: +60.00 Spellpower: +30 (+6 eff.) Mental crit. chance: +9% A belt that goes around your waist. |
drakeskin leather belt 'Torchqueller'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +14 Wil / +15 Cun Changes resistances: +9% acid / +6% temporal / +9% fire / +6% arcane / +15% cold Damage against: +45% Summoned Reduced damage from: +44% Summoned Physical save: +16 (+4 eff.) Spell save: +19 (+6 eff.) Mental save: +20 (+6 eff.) Life regen: +3.60 Healing mod.: +30% A belt that goes around your waist. |
Infernosorrow the elven-silk cloak (3 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Changes stats: +6 Dex / +18 Con Changes resistances: +9% acid / +30% cold Changes resistances penetration: +15% blight Changes damage: +24% fire Infravision radius: +3 See invisible: +32 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layutira the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 6 arcane Changes stats: +12 Cun / +3 Dex Hate when firing a critical mind attack: +4.00 Maximum psi: +40.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Amifang' (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Defense: +18 (+4 eff.) Damage when hit (Melee): 10 acid Changes stats: +6 Str / +11 Dex / +8 Con Changes resistances: +4% physical / +15% temporal Changes resistances penetration: +25% physical Changes damage: +15% acid Talent mastery: +0.30 Technique / Combat training Spell save: +15 (+5 eff.) Stamina each turn: +1.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cultist dream (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +12 Mag / +6 Wil / +16 Cun Changes resistances: +29% temporal / +15% all Changes resistances penetration: +20% darkness / +15% arcane Changes damage: +29% temporal / +25% light / +35% darkness Critical mult.: +19.00% Silence immunity: +41% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +7 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +26 (+5 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Stun/Freeze immunity: +60% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
This item will automatically be transmogrified when you leave the level.ancient cashmere robe of protection (3 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +3 Mag Changes resistances: +11% all Changes resistances penetration: +7% temporal / +8% physical Changes damage: +10% temporal / +11% physical Physical save: +18 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Saloriamina' (0 def, 14 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +14 Changes resistances: +31% lightning / +19% darkness / +6% blight / +17% mind / +15% all Changes damage: +21% lightning Physical save: +19 (+5 eff.) Spell save: +22 (+7 eff.) Mental save: +65 (+18 eff.) Cut immunity: +21% Life regen: +2.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: 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. 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 (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 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
hit hard (0 def, 20 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +20 Fatigue: +4% Damage when hit (Melee): 2 physical Changes stats: +4 Cun / +7 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% physical Changes damage: +6% acid Only die when reaching: -94.66 life Spellpower: +12 (+2 eff.) Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Unlightwar the voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 7 blight Damage when hit (Melee): 6 darkness Changes stats: +3 Str / +3 Dex / +4 Wil / +4 Con Changes resistances: +5% blight / +6% darkness Changes resistances penetration: +10% darkness / +15% light Changes damage: +7% blight / +3% light Talent mastery: +0.20 Technique / Grappling Disarm immunity: +39% When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +10 blight Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's voratun gauntlets of the juggernaut (0 def, 20 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +20 Armour Hardiness: +13% Fatigue: +5% Changes stats: +17 Con Changes resistances: +9% physical Physical save: +27 (+7 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +38% When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +17 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Frozenthorn the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 cold Changes stats: +6 Cun / +8 Wil Changes resistances: +15% cold Changes damage: +6% blight Mental save: +15 (+5 eff.) Psi each turn: +0.16 Mindpower: +7 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 187 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Xanurin the Blizzardbreacher (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +30 (+7 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 physical / 10 fire Changes stats: +3 Dex Changes resistances: +16% cold Changes damage: +9% cold / +9% physical Allows you to breathe in: water Only die when reaching: -80.00 life A cap made of leather. |
Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
This item will automatically be transmogrified when you leave the level.grounding hardened leather cap of the bounder (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +5 Dex Changes resistances: +8% lightning / +8% temporal It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 253.6 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
rejuvenating drakeskin leather armour of the deep (20 def, 12 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +5% acid / +12% cold Allows you to breathe in: water Life regen: +4.10 Stamina each turn: +2.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing reinforced leather armour of the void (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Damage (Melee): 8 acid / 12 fire / 7 darkness Damage (Ranged): 9 darkness Damage when hit (Melee): 11 acid / 10 fire Changes resistances: +13% acid / +13% fire / +16% darkness / +14% temporal Defense after a teleport: +14 Resist all after a teleport: +13% New effects duration reduction after a teleport: +11% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Void Quiver (0/0, 156% power, 120 apr) Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 70% Dex, 40% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
16 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
17 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
78 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
15 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
38 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
41 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
22 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
51 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 26/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
24 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
25 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
27 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(94 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +5% darkness Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +6 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 57 blight damage or heals 61 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
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)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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
5 alchemist ruby0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
111 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
126 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (0/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 8/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 141% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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. |
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. |
Poloba the Obsidianqueller [power 422] (9/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +9% acid / +9% light / +9% darkness / +12% mind / +6% lightning Physical save: +19 (+5 eff.) Silence immunity: +21% Stun/Freeze immunity: +21% Life regen: +4.18 It can be used to sting an enemy dealing 532 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
19 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and 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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
3 alchemist moonstone0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
91 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
100 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
102 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
29 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
45 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
35 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
30 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
38 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Alch is Lame, Alch is stu the Thalore Alchemist level 36
44th Haze 122nd year of Ascendancy at 02:00 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
66th Regrowth 123rd year of Ascendancy at 01:45 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Alch is Lame, Alch is stu the Thalore Alchemist level 35
41st Haze 122nd year of Ascendancy at 03:25 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Alch is Lame, Alch is stu the Thalore Alchemist level 43
2nd Wintertide 123rd year of Ascendancy at 05:35 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Alch is Lame, Alch is stu the Thalore Alchemist level 50
68th Pyre 123rd year of Ascendancy at 22:12 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Alch is Lame, Alch is stu the Thalore Alchemist level 42
8th Decay 122nd year of Ascendancy at 02:39 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Alch is Lame, Alch is stu the Thalore Alchemist level 38
73rd Haze 122nd year of Ascendancy at 13:20 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alch is Lame, Alch is stu the Thalore Alchemist level 14
1st Dusk 122nd year of Ascendancy at 14:19 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Alch is Lame, Alch is stu the Thalore Alchemist level 41
4th Decay 122nd year of Ascendancy at 05:21 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Alch is Lame, Alch is stu the Thalore Alchemist level 34
38th Haze 122nd year of Ascendancy at 02:01 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
75th Pyre 123rd year of Ascendancy at 19:15 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Alch is Lame, Alch is stu the Thalore Alchemist level 24
49th Dusk 122nd year of Ascendancy at 23:49 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alch is Lame, Alch is stu the Thalore Alchemist level 28
72nd Dusk 122nd year of Ascendancy at 03:12 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
67th Pyre 123rd year of Ascendancy at 03:19 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alch is Lame, Alch is stu the Thalore Alchemist level 26
54th Dusk 122nd year of Ascendancy at 22:46 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Alch is Lame, Alch is stu the Thalore Alchemist level 44
2nd Wintertide 123rd year of Ascendancy at 07:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alch is Lame, Alch is stu the Thalore Alchemist level 10
2nd Mirth 122nd year of Ascendancy at 22:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Alch is Lame, Alch is stu the Thalore Alchemist level 20
38th Dusk 122nd year of Ascendancy at 19:13 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Alch is Lame, Alch is stu the Thalore Alchemist level 30
18th Haze 122nd year of Ascendancy at 23:48 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Alch is Lame, Alch is stu the Thalore Alchemist level 40
1st Decay 122nd year of Ascendancy at 07:53 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
63rd Regrowth 123rd year of Ascendancy at 19:36 see stats
Look at me, I'm playing a roguelike! (Insane (Roguelike) difficulty)
Linked yourself in the in-game chat.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
67th Pyre 123rd year of Ascendancy at 15:01 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
65th Pyre 123rd year of Ascendancy at 23:38 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
9th Dusk 123rd year of Ascendancy at 18:48 see stats
Portal destroyer (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed one invocation portal.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
75th Pyre 123rd year of Ascendancy at 19:13 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
1st Pyre 123rd year of Ascendancy at 19:59 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
25th Pyre 123rd year of Ascendancy at 08:40 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Alch is Lame, Alch is stu the Thalore Alchemist level 37
71st Haze 122nd year of Ascendancy at 11:51 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Alch is Lame, Alch is stu the Thalore Alchemist level 17
20th Dusk 122nd year of Ascendancy at 12:36 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Alch is Lame, Alch is stu the Thalore Alchemist level 41
4th Decay 122nd year of Ascendancy at 11:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alch is Lame, Alch is stu the Thalore Alchemist level 6
78th Pyre 122nd year of Ascendancy at 12:51 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
65th Pyre 123rd year of Ascendancy at 10:12 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Alch is Lame, Alch is stu the Thalore Alchemist level 28
77th Dusk 122nd year of Ascendancy at 20:47 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
77th Regrowth 123rd year of Ascendancy at 12:18 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alch is Lame, Alch is stu the Thalore Alchemist level 16
16th Dusk 122nd year of Ascendancy at 01:24 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Alch is Lame, Alch is stu the Thalore Alchemist level 46
29th Regrowth 123rd year of Ascendancy at 07:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Alch is Lame, Alch is stu the Thalore Alchemist level 24
49th Dusk 122nd year of Ascendancy at 14:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alch is Lame, Alch is stu the Thalore Alchemist level 17
21st Dusk 122nd year of Ascendancy at 04:05 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Alch is Lame, Alch is stu the Thalore Alchemist level 35
40th Haze 122nd year of Ascendancy at 16:21 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Alch is Lame, Alch is stu the Thalore Alchemist level 50
67th Pyre 123rd year of Ascendancy at 12:58 see stats
Log
Alch is Lame, Alch is stu's caustic mire area effect hits Atamathon the Giant Golem for 65 acid damage.
Alch is Lame, Alch is stu's firestorm hits Atamathon the Giant Golem for 172 fire damage.
Alch is Lame, Alch is stu casts Rune: Stormshield.
Alch is Lame, Alch is stu summons a storm to protect them!
Alch is Lame, Alch is stu tries to bite Atamathon the Giant Golem!
Alch is Lame, Alch is stu starts regenerating health quickly.
Melee retaliation hits Alch is Lame, Alch is stu for (175 stormshielded), 0 fire (0 total damage).
Alch is Lame, Alch is stu hits Atamathon the Giant Golem for 70 blight damage.
Atamathon the Giant Golem uses Shattering Blow.
Alch is Lame, Alch is stu shrugs off the effect 'Sunder Armour'!
Atamathon the Giant Golem shatters Alch is Lame, Alch is stu shield!
Alch is Lame, Alch is stu's storm dissipates.
Atamathon the Giant Golem says: 'YOUR DEATH IS NECESSARY'
Atamathon the Giant Golem hits Alch is Lame, Alch is stu for (1335 stormshielded), 0 physical (0 total damage).
Melee retaliation hits Atamathon the Giant Golem for 10 lightning, 21 fire, 2 darkness (33 total damage).
Alch is Lame, Alch is stu is on fire!
Atamathon the Giant Golem resists the effect 'Slow'!
Atamathon the Giant Golem's fire burn area effect hits Alch is Lame, Alch is stu for 104 fire damage.
Alch is Lame, Alch is stu's caustic mire area effect hits Atamathon the Giant Golem for 54 acid damage.
Alch is Lame, Alch is stu casts Shockwave Bomb.
Alch is Lame, Alch is stu's spell attains critical power!
Atamathon the Giant Golem resists the punch!
Burning from Atamathon the Giant Golem hits Alch is Lame, Alch is stu for 35 fire damage.
Alch is Lame, Alch is stu hits Atamathon the Giant Golem for 114 physical damage.
Atamathon the Giant Golem has regained its confidence.
Atamathon the Giant Golem casts Eye Beam.
Atamathon the Giant Golem says: 'ACTIVATING PAIN GIVING SUBMODULES!'
Atamathon the Giant Golem hits Alch is Lame, Alch is stu for 696 fire damage.
Alch is Lame, Alch is stu the level 50 thalore alchemist was flamed to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
























































































































































