Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
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 1.7.6Donators/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! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Doomed |
Level / Exp | 50 / 2100% |
Size | small |
Lifes / Deaths | Killed by Islobreldavea the skeleton magus at level 25 on the 76th Haze 122nd year of Ascendancy at 20:11 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 32.817091048379 (base 7) |
Dexterity | 67.634182096757 (base 33) |
Constitution | 85.634182096757 (base 60) |
Magic | 24.817091048378 (base 9) |
Willpower | 125.63418209676 (base 60) |
Cunning | 192.38565790962 (base 60) |
Resources
Life | 2014/2014 |
Hate | 56/112 |
Equilibrium | 48 |
Steam | 100/100 |
Healing Factor | 2.1643522359271 |
Regeneration | 129.87168829477 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5.1320919526732 |
Infravision | 12 |
See Invisible | 21.634182096757 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 190 |
Accuracy | 66 |
Crit Chance | 63% |
APR | 115 |
Speed | 1.00 |
Offense: Offhand
Damage | 225 |
Accuracy | 66 |
Crit Chance | 63% |
APR | 115 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24.666666666667 |
Crit Chance | 59% |
Speed | 1 |
Offense: Mind
Mindpower | 133 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Cold | +22% |
Acid | +22% |
Light | +22% |
Nature | +41% |
Darkness | +55% |
Physical | +36% |
Mind | +158% |
All | +16% |
Offense: Damage Penetration
Blight | +56% |
Arcane | +56% |
Mind | +86% |
All | +31% |
Lightning | +36% |
Physical | +45% |
Temporal | +36% |
Darkness | +42% |
Cold | +41% |
Fire | +57% |
Nature | +56% |
Defense: Base
Armour (hardiness) | 47 (48.304188961773%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 49 |
Mental Save | 79 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 69%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 42%( 70%) |
All | + 29%( 70%) |
Physical | + 44%( 74%) |
Lightning | + 50%( 70%) |
Light | + 53%( 70%) |
Temporal | + 37%( 70%) |
Mind | + 25%( 70%) |
Darkness | + 43%( 80%) |
Fire | + 57%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 25% |
Confusion Resistance | 0% |
Fear Resistance | 32% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 57% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1023 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse 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 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 307 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1058% 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. |
Class Talents
Cursed / Darkness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cursed / Punishments | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.10 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Deflection |
talent | Psiblades |
talent | Gesture of Pain |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.8)Penalty : Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Power 1+: Unleashed: +17% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +11 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 78% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 10.1% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Guarding against melee damage: Will dismiss up to 67 damage from the next 3.5 attack(s) with a 7% chance to counterattack. Guarded |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +19 Darkness Resistance, +10% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 19% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 19% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.8)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 215 mind and 129 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 369 Mind damage, and deal 222 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+37% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+12% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lost defiler from death by Doo0oOoomed. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. 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. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xaninn the pair of drakeskin leather boots (Shrouds) (0 def, 5 armour) Xaninn the pair of drakeskin leather boots (Shrouds) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Cun Changes resistances: +14% fire / +5% arcane / +12% cold Changes resistances penetration: +26% mind Changes damage: +27% mind Physical save: +15 (+5 eff.) Mental save: +9 (+2 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Maximum psi: +40.00 Mindpower: +31 (+5 eff.) Curse of Shrouds A pair of boots made of leather. |
Light source | Glimmerhunter Glimmerhunter Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Changes resistances: +5% arcane / +9% light Changes resistances penetration: +25% arcane / +11% all Changes damage: +25% darkness Physical save: +13 (+4 eff.) Mental save: +12 (+2 eff.) Mindpower: +11 (+2 eff.) Mental crit. chance: +11% Light radius: +1 Infravision radius: +10 See invisible: +10 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | elven-silk wizard hat 'Velagada' (Nightmares) (3 def, 0 armour) elven-silk wizard hat 'Velagada' (Nightmares) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +2 Dex / +2 Mag / +6 Wil / +19 Cun Changes resistances: +17% mind Changes resistances penetration: +25% blight Changes damage: +19% mind Physical save: +11 (+4 eff.) Mental save: +28 (+6 eff.) Psi each turn: +0.40 Maximum psi: +23.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Curse of Nightmares A pointy cloth hat, very wizardly... |
On hands | Spellhunt Remnants (Corpses) (6 def, 8 armour) Spellhunt Remnants (Corpses) (6 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Talent granted: +5 Iron Grip Spell save: +15 (+5 eff.) Disarm immunity: +100% Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Corpses It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 270.28 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 91% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | Eremodir the voratun ring (Madness) Eremodir the voratun ring (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Changes resistances: +18% blight / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +7% all Stun/Freeze immunity: +37% Life regen: +21.00 Maximum life: +83.00 Spellpower: +17 (+1 eff.) Mindpower: +13 (+2 eff.) Healing mod.: +16% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness Rings make your fingers look great! |
On fingers | stralite ring 'Nimbuspanic' (Madness) stralite ring 'Nimbuspanic' (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +10 Changes stats: +5 Str / +8 Dex / +8 Cun Changes resistances: +30% lightning Changes resistances penetration: +5% lightning Life regen: +9.00 Maximum life: +45.00 Healing mod.: +12% Curse of Madness Rings make your fingers look great! |
Around neck | Shard of Insanity (Nightmares) Shard of Insanity (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). Curse of Nightmares A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
In main hand | Nythel (Madness) (16-18 power, 83 apr, mind damage) Nythel (Madness) (16-18 power, 83 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 99% Wil, 59% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +83 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 173 damage Damage (radius 1) on hit: +16 acid When wielded/worn: Damage (Melee): 15 physical Changes stats: +12 Cun Changes resistances: +16% physical / +6% temporal Changes resistances penetration: +14% physical Changes damage: +24% mind / +20% physical Talent granted: +1 Attune Mindstar Critical mult.: +40.00% Psi when firing a critical mind attack: +4.00 Maximum hate: +2.00 Maximum psi: +50.00 Mindpower: +50 (+7 eff.) Mental crit. chance: +12% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | drakeskin leather belt 'Glacierpyre' (Shrouds) drakeskin leather belt 'Glacierpyre' (Shrouds) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Str / +7 Wil / +10 Cun / +3 Con Changes resistances: +6% cold Damage against: +44% Summoned Reduced damage from: +33% Summoned Physical save: +12 (+4 eff.) Life regen: +1.70 Mindpower: +10 (+2 eff.) Infravision radius: +2 Healing mod.: +25% Slows Projectiles: +25% Curse of Shrouds A belt that goes around your waist. |
In off hand | Magmawisp (Nightmares) (16-18 power, 83 apr, mind damage) Magmawisp (Nightmares) (16-18 power, 83 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 99% Wil, 59% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +83 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 170 damage Damage (Melee): +20 fire Damage (radius 2) on crit: +16 cold When wielded/worn: Changes stats: +14 Cun Changes resistances penetration: +26% fire / +9% mind / +11% darkness Changes damage: +6% cold / +47% mind / +14% darkness Talent granted: +1 Attune Mindstar Critical mult.: +35.00% Psi when firing a critical mind attack: +4.00 Maximum hate: +10.00 Mindpower: +30 (+4 eff.) Mental crit. chance: +10% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | elven-silk cloak 'Splendourhunter' (Shrouds) (3 def, 0 armour) elven-silk cloak 'Splendourhunter' (Shrouds) (3 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Defense: +3 (+1 eff.) Changes stats: +5 Cun / +6 Wil Changes resistances: +21% acid / +25% light / +18% blight / +25% fire / +11% nature Changes resistances penetration: +10% cold Changes damage: +6% acid / +6% light Critical mult.: +20.00% Stealth bonus: +14 Life regen: +11.00 Mental crit. chance: +7% Light radius: +3 Healing mod.: +17% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Crimson Robe (Madness) (12 def, 20 armour) Crimson Robe (Madness) (12 def, 20 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +20 Defense: +12 (+4 eff.) Fatigue: +1% Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 50 physical / 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Cursed Bolt (8% chance level 2). Talent on hit(mindpower): Waking Nightmare (8% chance level 2). Curse of Madness This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
medical injector implant of the duelist (efficiency 207% / cooldown 62%) medical injector implant of the duelist (efficiency 207% / cooldown 62%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 207% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the psychic (die at -982; dur 8; cd 31) heroism infusion of the psychic (die at -982; dur 8; cd 31)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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -982 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 982 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 31%; mental, physical; dur 2; cd 10) wild infusion of the duelist (res 31%; mental, physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. shielding rune of the warrior (absorb 552; dur 8; cd 16)shielding rune of the warrior (absorb 552; dur 8; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 552 damage for 8 turns. Its effects scale with your Strength 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. |
schematic: Ablative Armour schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Acid Groove 4 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support 3 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell 2 schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge 2 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder 4 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens 3 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Kinetic Stabiliser 4 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Poison Groove 6 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge 3 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell 3 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin 3 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge 2 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Touch 5 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment 3 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw 3 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunder Grenade 3 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating 2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve 2 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter 2 schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge 3 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns) 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' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
voratun amulet of vision (Corpses) voratun amulet of vision (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +39% Infravision radius: +10 Sight radius: +2 See invisible: +10 Curse of Corpses Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. savage's voratun ring of life (Corpses)savage's voratun ring of life (Corpses) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Spell save: +15 (+5 eff.) Life regen: +15.00 Maximum life: +92.00 Maximum stamina: +31.00 Healing mod.: +20% Curse of Corpses Rings make your fingers look great! |
sneakthief's voratun ring of light (+38%) (Madness) sneakthief's voratun ring of light (+38%) (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Changes stats: +8 Cun / +7 Dex Changes resistances: +38% light Changes damage: +19% light Curse of Madness Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. truestriking voratun dagger of disruption (Shrouds) (38-50 power, 9 apr)truestriking voratun dagger of disruption (Shrouds) (38-50 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +30% Unnatural When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +13 Changes resistances penetration: +15% physical Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. The Black Maul (Madness) (70-105 power, 15 apr)The Black Maul (Madness) (70-105 power, 15 apr) Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+7 eff.) Physical power: +12 (+2 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. Curse of Madness It can be used to activate talent Reckless Strike (costing 25 power out of 25/25) : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 290% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
This item will automatically be transmogrified when you leave the level. arcing voratun greatmaul of corruption (Misfortune) (62-94 power, 4 apr)arcing voratun greatmaul of corruption (Misfortune) (62-94 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 62.5 - 93.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 40 damage Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun greatmaul of dampening (Misfortune) (69-104 power, 4 apr)inquisitor's voratun greatmaul of dampening (Misfortune) (69-104 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Deals 183 Manaburn damage and puts 1 random spell talent on cooldown for 8 turns (checks Confusion immunity) When wielded/worn: Changes resistances: +23% acid / +24% lightning / +24% cold / +24% fire / +14% all Spell save: +20 (+7 eff.) Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. swiftstrike dragonbone longbow of true flight (Corpses)swiftstrike dragonbone longbow of true flight (Corpses) Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Accuracy: +18 (+6 eff.) Physical crit. chance: +23.0% Changes stats: +8 Cun Combat speed: +10% Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. truestriking voratun longsword (Madness) (42-59 power, 6 apr)truestriking voratun longsword (Madness) (42-59 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+8 eff.) Armour penetration: +15 Changes resistances penetration: +10% physical Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword 'Stokenaught' (Misfortune) (42-59 power, 6 apr)voratun longsword 'Stokenaught' (Misfortune) (42-59 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +27 acid / +27 fire When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +15 (+4 eff.) Damage when hit (Melee): 14 lightning / 14 light / 14 acid Disarm immunity: +43% Light radius: +4 Curse of Misfortune Sharp, long, and deadly. |
Nexus of the Way (Corpses) (22-24 power, 40 apr, mind damage) Nexus of the Way (Corpses) (22-24 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Corpses It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 96 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
This item will automatically be transmogrified when you leave the level. gifted living mindstar (Corpses) (18-19 power, 40 apr, nature damage)gifted living mindstar (Corpses) (18-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 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: Talent granted: +1 Attune Mindstar Mindpower: +22 (+3 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of disruption (Madness) (16-18 power, 40 apr, mind damage)living mindstar of disruption (Madness) (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +30% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness 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. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 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 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff of wizardry (Misfortune) (20-24 power, 4 apr, acid element)cruel yew vilestaff of wizardry (Misfortune) (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +16.00% Maximum mana: +67.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +14% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone starstaff of protection (Nightmares) (42-50 power, 6 apr, darkness element)potent dragonbone starstaff of protection (Nightmares) (42-50 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +21% darkness Changes damage: +42% darkness Talent granted: +1 Command Staff Spellpower: +20 (+2 eff.) Spell crit. chance: +5% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone starstaff of wizardry (Corpses) (30-36 power, 6 apr, light element)shimmering dragonbone starstaff of wizardry (Corpses) (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +30% light Talent granted: +1 Command Staff Mana each turn: +0.39 Maximum mana: +180.00 Spellpower: +27 (+2 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. penetrating voratun steamgun of true flight (Corpses)penetrating voratun steamgun of true flight (Corpses) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +15.0% Changes resistances penetration: +25% physical Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. balanced voratun waraxe of enduring (Shrouds) (40-56 power, 6 apr)balanced voratun waraxe of enduring (Shrouds) (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Defense: +11 (+3 eff.) Changes stats: +13 Con / +13 Wil Disarm immunity: +39% Maximum life: +94.00 Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of rage (Misfortune) (40-57 power, 6 apr)elemental voratun waraxe of rage (Misfortune) (40-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 40 lightning damage (1/turn) When wielded/worn: Accuracy: +25 (+8 eff.) Changes stats: +7 Str Changes resistances penetration: +30% lightning Changes damage: +24% lightning / +13% physical Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stormbringer's voratun waraxe of torment (Nightmares) (39-55 power, 6 apr)stormbringer's voratun waraxe of torment (Nightmares) (39-55 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +42 lightning / +45 cold When wielded/worn: Changes resistances penetration: +24% lightning / +25% cold Movement speed: +50% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Scorpionbrace (Corpses)Scorpionbrace (Corpses) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +15 Defense: +25 (+7 eff.) Changes stats: +1 Str / +2 Dex / +11 Mag / +11 Wil Changes resistances: +3% physical Changes damage: +3% nature Critical mult.: +12.00% Stamina each turn: +2.00 Maximum stamina: +40.00 Spell crit. chance: +6% Curse of Corpses It can be used to create a temporary shield that absorbs 368 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's drakeskin leather belt of dampening (Nightmares)spiritwalker's drakeskin leather belt of dampening (Nightmares) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +11 Mag Changes resistances: +9% acid / +9% fire / +9% lightning / +9% cold Mana each turn: +0.60 Maximum mana: +58.00 Curse of Nightmares A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. dreamer's elven-silk robe of blight (+30%) (Nightmares) (0 def, 0 armour)dreamer's elven-silk robe of blight (+30%) (Nightmares) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +30% blight / +19% darkness / +19% mind / +15% all Changes damage: +30% blight Physical save: +20 (+7 eff.) Spell save: +20 (+7 eff.) Mental save: +40 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of power (Madness) (0 def, 0 armour)spellwoven elven-silk robe of power (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes damage: +17% all Spell save: +26 (+9 eff.) Spellpower: +26 (+2 eff.) Spell crit. chance: +6% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's elven-silk robe of alchemy (Nightmares) (0 def, 0 armour)stargazer's elven-silk robe of alchemy (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +17% acid / +20% physical / +20% fire / +20% cold / +15% all Changes damage: +25% acid / +25% physical / +27% light / +25% fire / +25% darkness / +25% cold Talent cooldown: Refit Golem (-6 turns) Spellpower: +10 (+1 eff.) Spell crit. chance: +10% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Tidespiker (Misfortune) (0 def, 5 armour)Tidespiker (Misfortune) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 27% chance to reduce armor by 24% Damage when hit (Melee): 12 acid Changes resistances: +15% fire / +56% cold Changes resistances penetration: +25% cold Changes damage: +30% blight / +30% cold Curse of Misfortune A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. invigorating pair of voratun boots of invasion (Misfortune) (0 def, 5 armour)invigorating pair of voratun boots of invasion (Misfortune) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -6% Changes resistances penetration: +15% physical Stamina each turn: +0.80 Maximum life: +60.00 Movement speed: +10% Curse of Misfortune 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. invigorating pair of voratun boots of rushing (Nightmares) (0 def, 5 armour)invigorating pair of voratun boots of rushing (Nightmares) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +3 Str / +4 Con Stamina each turn: +0.90 Maximum life: +46.00 Movement speed: +10% Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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. dragonslayer's drakeskin leather cap of sanctity (Misfortune) (0 def, 5 armour)dragonslayer's drakeskin leather cap of sanctity (Misfortune) (0 def, 5 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% acid / +15% darkness / +14% blight / +15% fire / +14% lightning / +15% cold Spell save: +13 (+5 eff.) Mental save: +15 (+3 eff.) Activating this item is instant. Curse of Misfortune It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 11 light damage to everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather hat of the bounder (Madness) (0 def, 5 armour)drakeskin leather hat of the bounder (Madness) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 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 184.7 Physical damage. If the attack hits, the target is confused (42% effect) for 6 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 hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat of knowledge (Corpses) (3 def, 0 armour)elven-silk wizard hat of knowledge (Corpses) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +6 Wil Mindpower: +6 (+1 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. thaloren drakeskin leather cap of absorption (Madness) (0 def, 5 armour)thaloren drakeskin leather cap of absorption (Madness) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Wil Changes resistances: +15% blight Mental save: +13 (+3 eff.) Stamina when hit: +3.00 Equilibrium when hit: +1.90 Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. thaloren voratun helm (Shrouds) (0 def, 5 armour)thaloren voratun helm (Shrouds) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Wil Changes resistances: +15% blight Mental save: +15 (+3 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour (Nightmares) (5 def, 10 armour)enlightening voratun mail armour (Nightmares) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +9 Cun / +9 Wil Mental save: +25 (+5 eff.) Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing drakeskin leather armour of delving (Madness) (20 def, 8 armour)searing drakeskin leather armour of delving (Madness) (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+6 eff.) Fatigue: +8% Damage (Melee): 22 acid / 17 fire Damage when hit (Melee): 15 acid / 14 fire Changes stats: +10 Str Changes resistances: +30% acid / +30% fire / +20% darkness / +9% physical Light radius: +2 Curse of Madness It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour of thunder (Madness) (0 def, 36 armour)impenetrable voratun plate armour of thunder (Madness) (0 def, 36 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +25 (+5 eff.) Armour: +36 Fatigue: +22% Changes stats: +10 Str / +10 Mag / +10 Wil Changes resistances: +18% lightning Spellpower: +23 (+2 eff.) Spell crit. chance: +9% Mindpower: +25 (+4 eff.) Mental crit. chance: +5% Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. barbed quiver of dragonbone arrows (20/20, 78-110 power, 18 apr)barbed quiver of dragonbone arrows (20/20, 78-110 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 78.5 - 109.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 20 On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1595 alchemist agate 1595 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. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine 13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emuna (dig speed 17 turns) Emuna (dig speed 17 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +31 (+8 eff.) Changes stats: +3 Str / +4 Dex Changes resistances: +15% temporal / +4% physical Changes damage: +6% acid / +6% temporal Critical mult.: +10.00% Physical save: +12 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Maximum life: +90.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë 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 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel 13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
8 bloodstone 8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
voratun back support voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level. supercharged voratun torque of mindblast [power 570] (17 cooldown)supercharged voratun torque of mindblast [power 570] (17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 1471 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Layeyassra' [power 4] (25 cooldown) voratun torque of clear mind 'Layeyassra' [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Wil Changes resistances: +3% blight Changes resistances penetration: +20% mind Psi when hit: +0.12 Mental crit. chance: +5% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 110. * Reduce fatigue by 48% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. supercharged dragonbone wand of conjuration [power 645] (18 cooldown)supercharged dragonbone wand of conjuration [power 645] (18 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 748 fire damage Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star 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 Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl 15 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Doo0oOoomed the Halfling Doomed level 34
54th Regrowth 123rd year of Ascendancy at 19:28 see stats
By Doo0oOoomed the Halfling Doomed level 50
33rd Dusk 123rd year of Ascendancy at 07:32 see stats
By Doo0oOoomed the Halfling Doomed level 33
15th Regrowth 123rd year of Ascendancy at 08:45 see stats
By Doo0oOoomed the Halfling Doomed level 15
32nd Dusk 122nd year of Ascendancy at 02:44 see stats
By Doo0oOoomed the Halfling Doomed level 39
66th Regrowth 123rd year of Ascendancy at 09:11 see stats
By Doo0oOoomed the Halfling Doomed level 40
77th Regrowth 123rd year of Ascendancy at 08:52 see stats
By Doo0oOoomed the Halfling Doomed level 37
63rd Regrowth 123rd year of Ascendancy at 18:37 see stats
By Doo0oOoomed the Halfling Doomed level 27
4th Decay 122nd year of Ascendancy at 08:53 see stats
By Doo0oOoomed the Halfling Doomed level 25
76th Haze 122nd year of Ascendancy at 20:29 see stats
By Doo0oOoomed the Halfling Doomed level 22
50th Haze 122nd year of Ascendancy at 23:23 see stats
By Doo0oOoomed the Halfling Doomed level 36
60th Regrowth 123rd year of Ascendancy at 14:36 see stats
By Doo0oOoomed the Halfling Doomed level 32
14th Regrowth 123rd year of Ascendancy at 05:45 see stats
By Doo0oOoomed the Halfling Doomed level 23
62nd Haze 122nd year of Ascendancy at 16:32 see stats
By Doo0oOoomed the Halfling Doomed level 21
17th Haze 122nd year of Ascendancy at 09:00 see stats
By Doo0oOoomed the Halfling Doomed level 50
17th Haze 123rd year of Ascendancy at 16:01 see stats
By Doo0oOoomed the Halfling Doomed level 42
77th Regrowth 123rd year of Ascendancy at 11:46 see stats
By Doo0oOoomed the Halfling Doomed level 10
3rd Flare 122nd year of Ascendancy at 01:56 see stats
By Doo0oOoomed the Halfling Doomed level 20
5th Haze 122nd year of Ascendancy at 06:33 see stats
By Doo0oOoomed the Halfling Doomed level 30
2nd Regrowth 123rd year of Ascendancy at 22:52 see stats
By Doo0oOoomed the Halfling Doomed level 40
76th Regrowth 123rd year of Ascendancy at 09:28 see stats
By Doo0oOoomed the Halfling Doomed level 50
13rd Dusk 123rd year of Ascendancy at 21:07 see stats
By Doo0oOoomed the Halfling Doomed level 50
19th Haze 123rd year of Ascendancy at 06:07 see stats
By Doo0oOoomed the Halfling Doomed level 50
32nd Dusk 123rd year of Ascendancy at 16:55 see stats
By Doo0oOoomed the Halfling Doomed level 47
3rd Dusk 123rd year of Ascendancy at 09:18 see stats
By Doo0oOoomed the Halfling Doomed level 34
34th Regrowth 123rd year of Ascendancy at 17:18 see stats
By Doo0oOoomed the Halfling Doomed level 25
76th Haze 122nd year of Ascendancy at 00:03 see stats
By Doo0oOoomed the Halfling Doomed level 14
26th Dusk 122nd year of Ascendancy at 03:19 see stats
By Doo0oOoomed the Halfling Doomed level 36
60th Regrowth 123rd year of Ascendancy at 16:31 see stats
By Doo0oOoomed the Halfling Doomed level 50
21st Haze 123rd year of Ascendancy at 19:20 see stats
By Doo0oOoomed the Halfling Doomed level 12
21st Dusk 122nd year of Ascendancy at 14:11 see stats
By Doo0oOoomed the Halfling Doomed level 50
21st Haze 123rd year of Ascendancy at 19:20 see stats
By Doo0oOoomed the Halfling Doomed level 48
4th Dusk 123rd year of Ascendancy at 08:22 see stats
By Doo0oOoomed the Halfling Doomed level 32
13rd Regrowth 123rd year of Ascendancy at 07:16 see stats
By Doo0oOoomed the Halfling Doomed level 7
1st Mirth 122nd year of Ascendancy at 00:06 see stats
By Doo0oOoomed the Halfling Doomed level 43
17th Pyre 123rd year of Ascendancy at 19:36 see stats
By Doo0oOoomed the Halfling Doomed level 26
77th Haze 122nd year of Ascendancy at 02:52 see stats
By Doo0oOoomed the Halfling Doomed level 18
2nd Haze 122nd year of Ascendancy at 16:37 see stats
By Doo0oOoomed the Halfling Doomed level 25
76th Haze 122nd year of Ascendancy at 20:12 see stats
By Doo0oOoomed the Halfling Doomed level 32
14th Regrowth 123rd year of Ascendancy at 19:13 see stats
Log
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 7 turns (stop reason: learnt lore).
Doo0oOoomed picks up ( .): Awakened Staff of Absorption (60-72 power, 60 apr, fire element).
Ran for 3 turns (stop reason: interesting terrain).
Doo0oOoomed picks up (y.): schematic: Kinetic Stabiliser.
You pickup 1.99 gold pieces.
Doo0oOoomed picks up ( .): supercharged dragonbone wand of conjuration [power 645] (18 cooldown).
Doo0oOoomed picks up (O.): schematic: Steamsaw.
Doo0oOoomed picks up ( .): stormbringer's voratun waraxe of torment (Nightmares) (39-55 power, 6 apr).
Doo0oOoomed picks up ( .): living mindstar of disruption (Madness) (16-18 power, 40 apr, mind damage).
Doo0oOoomed picks up ( .): shimmering dragonbone starstaff of wizardry (Corpses) (30-36 power, 6 apr, light element).
Ran for 4 turns (stop reason: interesting terrain).
Doo0oOoomed picks up ( .): supercharged voratun torque of mindblast [power 570] (17 cooldown).
Today is the 22nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Resting starts...
Rested for 9 turns (stop reason: all resources and life at maximum).