











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 38 / 30% |
Size | medium |
Lifes / Deaths | Killed by Ematta the blue jelly at level 13 on the 14th Dusk 122nd year of Ascendancy at 14:34 0 / 9Killed by Urkis, the High Tempest at level 21 on the 7th Haze 122nd year of Ascendancy at 09:52 Killed by armoured skeleton warrior at level 24 on the 20th Haze 122nd year of Ascendancy at 04:21 Killed by The Master at level 24 on the 20th Haze 122nd year of Ascendancy at 05:01 Killed by Borfast the Broken at level 24 on the 21st Haze 122nd year of Ascendancy at 12:15 Killed by Blood Master at level 24 on the 34th Haze 122nd year of Ascendancy at 20:06 Killed by Yvussra the Invoker at level 38 on the 79th Regrowth 123rd year of Ascendancy at 12:05 Killed by Yvussra the Invoker at level 38 on the 79th Regrowth 123rd year of Ascendancy at 13:40 Killed by Yvussra the Invoker at level 38 on the 79th Regrowth 123rd year of Ascendancy at 15:16 |
Primary Stats
Strength | 34 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 72 (base 60) |
Magic | 20 (base 10) |
Willpower | 73 (base 39) |
Cunning | 95 (base 57) |
Resources
Life | -153/987 |
Hate | 92/107 |
Healing Factor | 1.273191878966 |
Regeneration | 19.416176154232 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
Offense: Mainhand
Damage | 28 |
Accuracy | 43 |
Crit Chance | 33% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 43 |
Crit Chance | 33% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Fire | +10% |
Temporal | +24% |
Darkness | +23% |
Physical | +29% |
Cold | +47% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Mind | +15% |
Temporal | +25% |
Darkness | +17% |
Physical | +17% |
Cold | +10% |
Fire | +10% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 7 |
Physical Save | 42 |
Spell Save | 26 |
Mental Save | 49 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 20%( 70%) |
Physical | + 27%( 70%) |
Cold | + 58%( 70%) |
All | + 15%( 70%) |
Darkness | + 15%( 70%) |
Temporal | + 31%( 70%) |
Lightning | + 26%( 70%) |
Mind | + 41%( 70%) |
Fire | + 23%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Confusion Resistance | 50% |
Fear Resistance | 50% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 590 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 272 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cursed / Darkness | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Cursed / Fears | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cursed / Gestures | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Dark sustenance | 1.50 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by warg. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by giant acid ant. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Lisemira the stone troll. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by rattlesnake. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by orc necromancer. Escort: repented thief (level 3 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by orc soldier. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 222. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice wyrm tooth. * You've found the needed chunk of ghoul flesh. Stire of Derth has completed an elixir of precision without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% cold / +6% temporal Light radius: +4 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 Curse of Shrouds It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 2.5 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +4 Str / +4 Wil / +3 Con Changes resistances penetration: +25% temporal Changes damage: +6% darkness / +15% temporal Talent mastery: +0.20 Technique / Grappling Disarm immunity: +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Con Changes resistances: +9% mind / +6% cold Changes resistances penetration: +15% mind Light radius: +3 It can be used to blast the opponent's mind dealing 225 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +8 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +10.00 Maximum life: +65.00 Healing mod.: +13% Curse of Shrouds Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str / +4 Con Physical save: +12 (+4 eff.) Life regen: +5.00 Maximum life: +42.00 Curse of Nightmares Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. The set is complete. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +2% all / +10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +12 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Nightmares This mindstar glows with a bright warm light, but seems somehow incomplete. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Wil / +9 Cun / +7 Lck Damage against: +26% Summoned Reduced damage from: +21% Summoned Trap disarming bonus: +20 Stealth bonus: +7 Infravision radius: +3 Curse of Shrouds A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. The set is complete. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +12 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Corpses This mindstar glows with a dim cool light, but seems somehow incomplete. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+8 eff.) Changes resistances: +6% blight / +4% physical / +9% mind / +6% nature Changes resistances penetration: +20% lightning Physical save: +17 (+6 eff.) 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 | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +13% lightning / +3% temporal / +9% cold / +12% mind / +13% all Changes resistances penetration: +17% darkness / +17% physical Changes damage: +25% lightning / +29% physical / +17% darkness / +22% cold / +9% temporal Mental save: +27 (+9 eff.) Maximum hate: +7.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Corpses "Lock your soul away, and death will never reach you." |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +8% blight / +30% fire / +8% nature / +5% arcane Changes resistances penetration: +20% mind / +15% arcane Changes damage: +6% mind / +15% fire Poison immunity: +16% Disease immunity: +17% Curse of Nightmares Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 38 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 38 Damage (Ranged): 8 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() rogue's stralite ring (Nightmares) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +6 Cun Curse of Nightmares Rings make your fingers look great! |
![]() The Gaping Maw (Corpses) (184% power, 4 apr) Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) Curse of Corpses This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() The Black Maul (Shrouds) (182% 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. Power: 182% Range: 1.5x 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 (+13 eff.) Physical power: +12 (+6 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 Shrouds 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." |
![]() stralite greatmaul of erosion (Nightmares) (167% power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +19 nature Curse of Nightmares Massive two-handed mauls. |
![]() stormbringer's elven-wood longbow of piercing (Nightmares) Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +20 lightning / +38 cold When wielded/worn: Accuracy: +26 (+16 eff.) Armour penetration: +11 Changes resistances penetration: +20% lightning / +15% cold / +14% all Movement speed: +57% Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() caustic stralite longsword of shearing (Nightmares) (146% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +19 acid / +20 nature When wielded/worn: Accuracy: +11 (+9 eff.) Armour penetration: +17 Changes resistances penetration: +19% acid / +11% nature / +10% all Curse of Nightmares Sharp, long, and deadly. |
![]() stormbringer's stralite longsword of massacre (Nightmares) (154% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +13 lightning / +17 cold When wielded/worn: Changes resistances penetration: +11% lightning / +10% cold Movement speed: +20% Curse of Nightmares Sharp, long, and deadly. |
![]() stralite mace 'Adalevena' (Shrouds) (162% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 162% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +5 Dex / +2 Wil / +5 Con Critical mult.: +10.00% Maximum psi: +20.00 Light radius: +3 Curse of Shrouds Blunt and deadly. |
![]() stralite mace 'Eclipsebile' (Corpses) (146% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +15 nature When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 38 * 20% chance to reduce damage dealt by 30% Changes resistances: +12% acid / +12% mind / +6% darkness Changes resistances penetration: +10% acid Changes damage: +12% acid / +9% mind Curse of Corpses Blunt and deadly. |
![]() Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 lightning Damage (radius 1) on hit: +12 lightning When wielded/worn: Damage (Melee): 5 lightning / 2 physical / 3 fire / 3 acid / 5 cold Damage when hit (Melee): 4 lightning Changes resistances: +4% lightning / +4% physical / +4% cold / +4% fire / +4% acid Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 5.00% Physical save: +9 (+3 eff.) Teleport immunity: +20% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Torchblack the pulsing mindstar (Corpses) (108% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 fire Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +8 fire When wielded/worn: Armour penetration: +1 Damage (Melee): 11 lightning Changes stats: +6 Str / +4 Dex / +1 Mag / +4 Wil / +5 Cun / +5 Con Changes resistances: +9% lightning Changes resistances penetration: +15% lightning Changes damage: +24% lightning / +15% fire / +14% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Stamina each turn: +3.00 Mindpower: +17 (+4 eff.) Mental crit. chance: +4% 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. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage (Melee): 9 cold Changes resistances: +9% cold Changes resistances penetration: +6% cold / +8% mind / +10% darkness Changes damage: +7% cold / +10% mind / +7% darkness Talent granted: +1 Attune Mindstar Maximum hate: +4.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
![]() projecting pulsing mindstar of life (Shrouds) (109% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +9% lightning / +12% fire / +9% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +28.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Guneregovon the reinforced leather sling (Corpses) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 72% Range: 1.1x Uses stat: Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 4). Damage (Ranged): +13 fire When wielded/worn: Accuracy: +19 (+13 eff.) Physical crit. chance: +5.0% Changes stats: +4 Mag Changes resistances: +6% acid / +6% darkness Changes damage: +10% arcane / +15% fire Knockback immunity: +20% Spellpower: +9 (+4 eff.) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() halfling drakeskin leather sling (Shrouds) Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes damage: +14% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() Eclipse (Madness) (117% power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+6 eff.) Spell crit. chance: +8% Curse of Madness This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() blighted elven-wood magestaff (Madness) (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +20.00 Spellpower: +18 (+9 eff.) Spell crit. chance: +11% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() earthen elven-wood vilestaff of channeling (Madness) (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +3% Changes damage: +25% darkness Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Mana each turn: +0.18 Spellpower: +24 (+12 eff.) Spell crit. chance: +4% Curse of Madness It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() imbued elven-wood magestaff of fate (Nightmares) (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +12 (+4 eff.) Spellpower: +12 (+6 eff.) Spell crit. chance: +8% Talent on hit(spell): Dust to Dust (10% chance level 3). Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood vilestaff of illumination (Misfortune) (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +10 (+5 eff.) Damage (Melee): 27 fire Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +31.00% Spellpower: +15 (+7 eff.) Spell crit. chance: +4% Light radius: +2 See invisible: +5 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 74.16 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding elven-wood magestaff of greater warding (Misfortune) (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +9 (+5 eff.) Changes stats: +5 Con Maximum wards: +3 fire Changes damage: +25% fire Talents granted: +2 Ward +1 Command Staff Life regen: +0.80 Spellpower: +19 (+9 eff.) Spell crit. chance: +4% Healing mod.: +16% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elven-wood starstaff of invocation (Misfortune) (129% power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% temporal Talent granted: +1 Command Staff Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +82.00 Spellpower: +19 (+9 eff.) Spell crit. chance: +4% Curse of Misfortune It can be used to conjure elemental energy in a radius 8 cone, dealing 18.18 to 21.82 temporal damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() surging elven-wood magestaff of illumination (Shrouds) (129% power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Light radius: +3 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 86.39 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() balanced stralite waraxe of persecution (Shrouds) (140% power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage against: +9% Unnatural When wielded/worn: Accuracy: +9 (+8 eff.) Defense: +9 (+5 eff.) Changes stats: +2 Wil Disarm immunity: +34% Curse of Shrouds One-handed war axes. |
![]() stralite waraxe 'Flashwire' (Nightmares) (151% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +13 nature / +4 fire / +12 darkness / +8 arcane Damage against: +13% Living When wielded/worn: Changes stats: +3 Wil Changes damage: +6% arcane / +6% fire Curse of Nightmares One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% acid / +7% fire / +6% lightning / +5% cold Curse of Shrouds A belt that goes around your waist. |
![]() reinforced drakeskin leather belt (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +11 (+6 eff.) Physical save: +16 (+5 eff.) Curse of Nightmares A belt that goes around your waist. |
![]() The Calm (Misfortune) (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+8 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+10 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Misfortune This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() dispeller's silk robe (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +7% lightning / +9% darkness / +9% light / +9% blight / +10% fire / +8% cold / +13% all Physical save: +14 (+5 eff.) Spell save: +34 (+16 eff.) Mental save: +14 (+4 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing silk robe of Angolwen (Shrouds) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +10 Mag / +12 Wil Changes resistances: +13% all Silence immunity: +32% Mana each turn: +0.22 Psi each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +10 (+5 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing silk robe of nature (+24%) (Shrouds) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +24% nature / +13% all Changes damage: +16% nature Mana each turn: +0.34 Psi each turn: +0.24 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() psion's silk robe (Misfortune) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +9% mind Changes damage: +13% mind Psi each turn: +0.54 Maximum psi: +23.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of life (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +17% blight / +13% all Life regen: +4.10 Maximum life: +66.00 Healing mod.: +17% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy silk robe of lightning (+27%) (Nightmares) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects when hit in melee: * 8% chance to slow global speed by 66% * 8 arcane resource burn Changes resistances: +27% lightning / +13% all Changes damage: +18% lightning Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's cashmere robe of frost (+21%) (Misfortune) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% all / +21% cold Changes damage: +14% cold / +11% light / +7% darkness Spellpower: +8 (+4 eff.) Spell crit. chance: +6% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe of Linaniil (Madness) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Str / +7 Mag / +5 Wil Changes resistances: +9% lightning / +12% cold / +15% all Changes damage: +18% lightning / +13% physical / +25% cold Mana each turn: +0.27 Maximum mana: +65.00 Spellpower: +22 (+11 eff.) Spell crit. chance: +9% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's silk robe of life (Madness) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% blight / +13% all Critical mult.: +14.00% Life regen: +3.10 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +1.00 Maximum life: +44.00 Healing mod.: +16% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe of life (Corpses) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +5% blight / +13% all Changes damage: +14% nature Poison immunity: +30% Disease immunity: +20% Life regen: +3.50 Maximum life: +41.00 Healing mod.: +11% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Corpses It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Erelagen the voratun gauntlets (Corpses) (0 def, 9 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +14.0% Armour: +9 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 13 darkness Changes stats: +1 Str / +2 Dex / +3 Wil / +2 Con Changes resistances: +15% darkness Changes resistances penetration: +5% temporal Changes damage: +8% darkness Critical mult.: +11.00% Mental save: +14 (+4 eff.) Maximum life: +52.00 Spell crit. chance: +17% Mental crit. chance: +16% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic voratun gauntlets of war-making (Misfortune) (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +12.0% Armour: +7 Fatigue: +5% Critical mult.: +5.00% Mental save: +11 (+3 eff.) Maximum life: +54.00 Spell crit. chance: +11% Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Brandkin (Misfortune) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +4 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +3 Wil / +3 Con Changes resistances: +3% darkness Changes resistances penetration: +15% fire Critical mult.: +5.00% Physical save: +28 (+9 eff.) Mental save: +16 (+5 eff.) Light radius: +2 Curse of Misfortune It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Scale Mail of Kroltar (Misfortune) (10 def, 18 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Misfortune It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 4.5 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 52.07 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() impenetrable iron mail armour of implacability (Nightmares) (2 def, 16 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +16 Defense: +2 (+1 eff.) Fatigue: +7% Physical save: +7 (+2 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() radiant stralite mail armour (Corpses) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +15% blight / +16% darkness Light radius: +2 Curse of Corpses A suit of armour made of mail. |
![]() rejuvenating reinforced leather armour of fire resistance (Misfortune) (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +24% fire Life regen: +3.60 Stamina each turn: +1.20 Curse of Misfortune A suit of armour made of leather. |
![]() Summertide (Shrouds) (17 def, 15 armour, 260 block) Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Defense: +17 (+9 eff.) Ranged Defense: +17 (+9 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 Curse of Shrouds It can be used to send out a range 7 beam, lighting its path and dealing 60.80 to 76.00 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
![]() windwalling stralite shield of resilience (Corpses) (0 def, 8 armour, 139 block) Requires: - Shield usage training - Strength 35 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +12% physical Talent granted: +1 Block Maximum life: +86.00 Slows Projectiles: +21% Bonus block near projectiles: +47 Curse of Corpses Handheld deflection devices. |
![]() barbed quiver of elven-wood arrows of accuracy (18/18, 163% power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 163% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +15 Armour Penetration: +14 Crit. chance: +11.5% Capacity: 18 On weapon crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() chilling quiver of elven-wood arrows (19/19, 157% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 158% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 Damage (Ranged): +18 cold Arrows are used with bows to pierce your foes to death. |
![]() psychokinetic quiver of dragonbone arrows of annihilation (22/22, 170% power, 29 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 170% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +29 Crit. chance: +11.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 257 physical damage Travel speed: +200% Damage (Ranged): +29 physical Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() psychokinetic pouch of voratun shots (19/19, 166% power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 257 physical damage Damage (Ranged): +31 physical Shots are used with slings to pummel your foes to death. |
![]() extending stralite torque of gale force [power 290] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 374 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() quick elven-wood totem of healing [power 284] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By DOOOOOOM! the Cornac Doomed level 31
41st Regrowth 123rd year of Ascendancy at 00:49 see stats
By DOOOOOOM! the Cornac Doomed level 31
39th Regrowth 123rd year of Ascendancy at 11:15 see stats
By DOOOOOOM! the Cornac Doomed level 34
71st Regrowth 123rd year of Ascendancy at 06:54 see stats
By DOOOOOOM! the Cornac Doomed level 33
66th Regrowth 123rd year of Ascendancy at 21:32 see stats
By DOOOOOOM! the Cornac Doomed level 23
18th Haze 122nd year of Ascendancy at 12:07 see stats
By DOOOOOOM! the Cornac Doomed level 33
48th Regrowth 123rd year of Ascendancy at 19:45 see stats
By DOOOOOOM! the Cornac Doomed level 32
45th Regrowth 123rd year of Ascendancy at 04:35 see stats
By DOOOOOOM! the Cornac Doomed level 19
1st Time of Equilibrium 122nd year of Ascendancy at 02:52 see stats
By DOOOOOOM! the Cornac Doomed level 19
79th Dusk 122nd year of Ascendancy at 11:35 see stats
By DOOOOOOM! the Cornac Doomed level 21
7th Haze 122nd year of Ascendancy at 13:35 see stats
By DOOOOOOM! the Cornac Doomed level 16
20th Dusk 122nd year of Ascendancy at 14:01 see stats
By DOOOOOOM! the Cornac Doomed level 36
71st Regrowth 123rd year of Ascendancy at 08:10 see stats
By DOOOOOOM! the Cornac Doomed level 10
6th Mirth 122nd year of Ascendancy at 20:45 see stats
By DOOOOOOM! the Cornac Doomed level 20
1st Time of Equilibrium 122nd year of Ascendancy at 10:00 see stats
By DOOOOOOM! the Cornac Doomed level 30
29th Regrowth 123rd year of Ascendancy at 12:29 see stats
By DOOOOOOM! the Cornac Doomed level 25
36th Haze 122nd year of Ascendancy at 04:39 see stats
By DOOOOOOM! the Cornac Doomed level 23
18th Haze 122nd year of Ascendancy at 22:06 see stats
By DOOOOOOM! the Cornac Doomed level 33
53rd Regrowth 123rd year of Ascendancy at 17:19 see stats
By DOOOOOOM! the Cornac Doomed level 24
20th Haze 122nd year of Ascendancy at 03:31 see stats
By DOOOOOOM! the Cornac Doomed level 11
1st Flare 122nd year of Ascendancy at 06:02 see stats
By DOOOOOOM! the Cornac Doomed level 24
34th Haze 122nd year of Ascendancy at 21:00 see stats
By DOOOOOOM! the Cornac Doomed level 12
13rd Dusk 122nd year of Ascendancy at 02:27 see stats
By DOOOOOOM! the Cornac Doomed level 32
45th Regrowth 123rd year of Ascendancy at 00:22 see stats
By DOOOOOOM! the Cornac Doomed level 20
1st Time of Equilibrium 122nd year of Ascendancy at 10:27 see stats
By DOOOOOOM! the Cornac Doomed level 38
79th Regrowth 123rd year of Ascendancy at 13:40 see stats
By DOOOOOOM! the Cornac Doomed level 30
38th Regrowth 123rd year of Ascendancy at 16:11 see stats
Log
Yvussra the Invoker's physical stun area effect killed Shadow!
Yvussra the Invoker's physical stun area effect killed Shadow!
You have deflected 35 incoming damage!
You have deflected 133 incoming damage!
Mirror Image (Yvussra the Invoker)'s Fireflash hits DOOOOOOM! for (35 deflected), 37 fire (37 total damage).
Mirror Image (Yvussra the Invoker)'s Fireflash hits Something for 79 fire damage.
Mirror Image (Yvussra the Invoker)'s Fireflash hits Shadow for 114 fire damage.
Phantasmal Shield hits Mirror Image (Yvussra the Invoker) for 0 light damage.
Phantasmal Shield hits DOOOOOOM! for (133 deflected), 134 light (134 total damage).
Shadow casts Phase Door.
Burning from Yvussra the Invoker hits Shadow for 100 fire damage.
You have deflected 18 incoming damage!
Burning from Yvussra the Invoker hits DOOOOOOM! for (18 deflected), 62 fire (62 total damage).
You have deflected 53 incoming damage!
Mirror Image (Yvussra the Invoker) casts Flame.
Mirror Image (Yvussra the Invoker) hits DOOOOOOM! for 30 fire damage.
Yvussra the Invoker's Fireflash hits DOOOOOOM! for 376 fire damage.
Yvussra the Invoker's Fireflash hits Mirror Image (Yvussra the Invoker) for 1 fire damage.
Something hits DOOOOOOM! for (53 deflected), 311 fire (311 total damage).
Something hits Shadow for 433 fire damage.
Something killed Shadow!
LIFE LOST WARNING!
Yvussra the Invoker's physical stun area effect hits Mirror Image (Yvussra the Invoker) for 0 physical damage.
Yvussra the Invoker's physical stun area effect hits DOOOOOOM! for 80 physical damage.
Yvussra the Invoker's cleansing fire area effect hits Mirror Image (Yvussra the Invoker) for 0 fire damage.
Yvussra the Invoker's cleansing fire area effect hits DOOOOOOM! for 80 fire damage.
Yvussra the Invoker's cleansing fire area effect hits Mirror Image (Yvussra the Invoker) for 0 fire damage.
DOOOOOOM! the level 38 cornac doomed was fried to death by Yvussra the Invoker on level 1 of Hidden Vault - Vor Pride (2).